sreVbriefing.htmlz8Rcenter.sqfRddescription.ext Seast.sqfRafnc_civilianKilled.sqf%ISvheal.sqfRihelm.sqfR^init.sqfS'initintro.sqfS kabanino.sqfRaKazaki.paaSVKilled.sqfXSmission.sqmSЅnadejdino.sqfRbnorth.sqfRbpodmoga.sqfASbpolana.sqfR`Razboiniki.paa SVSliv.sqf RRsouth.sqf Rcspawn.sqfzSstaroe.sqfpR_tskband1.sqf Rwest.sqf)Rb Briefing

Бандиты рулят?


Бандиты устроили полный беспредел на.




Милиция на высоте!


Бандит должен сидеть. Вот все и сидят... в тюрьме.





Провал


Что-то пошло не так.


veh = _this select 0; man = _this select 1; actionNum = _this select 2; //_veh removeaction _actionNum; titlecut ["","BLACK OUT",0.5]; veh1 = "Parachute_TK_GUE_EP1" createVehicle getMarkerPos "des_center"; veh1 setPos [ getPos veh1 select 0, getPos veh1 select 1, (getPos veh1 select 2) +100]; man moveInDriver veh1; titlecut ["","BLACK IN",1]; class Header { gameType = RPG; minPlayers = 2; maxPlayers = 13; }; onLoadIntro = "Virtex presents"; onLoadMission = "sereal killers"; onLoadIntroTime = true; onLoadMissionTime = true; respawn = "base"; respawnDelay = 30; respawnVehicleDelay = 30; respawnDialog = true; titleParam1 = "Условие победы бандитов"; valuesParam1[] = {50,100,150,200}; defValueParam1 = 50; textsParam1[] = {"50 очков", "100 очков", "150 очков", "200 очков"}; titleParam2 = "Время отображения маркера"; valuesParam2[] = {30,60,90,120}; defValueParam2 = 30; textsParam2[] = {"30 секунд", "60 секунд", "90 секунд", "120 секунд"}; #define FontS "Zeppelin33" #define ST_PICTURE 48 #define ST_TITLE_PICTURE 144 #define ST_MULTI 16 #define ST_LEFT 0 #define ST_LINE 176 #define CT_STATIC 0 #define ST_CENTER 2 #define ST_SHADOW 256 #define ST_NO_RECT 512 class RscPicture { type = CT_STATIC; idc = -1; style = ST_PICTURE; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = FontS; sizeEx = 0.04; size = 0; }; class RscTitles { titles[] = {Kazaki,Razboiniki}; class Kazaki { idd=-1; movingEnable = false; duration=5; name = "Kazaki"; controls[]={Picture}; class Picture : RscPicture { x = 0.15; y=0.0; w = 0.6; h = 0.4; text = "Kazaki.paa"; }; }; class Razboiniki { idd=-1; movingEnable = false; duration=5; name = "Razboiniki"; controls[]={Picture}; class Picture : RscPicture { x = 0.15; y=-0.05; w = 0.6; h = 0.4; text = "Razboiniki.paa"; }; }; }; veh = _this select 0; man = _this select 1; actionNum = _this select 2; //_veh removeaction _actionNum; titlecut ["","BLACK OUT",0.5]; veh1 = "Parachute_TK_GUE_EP1" createVehicle getMarkerPos "des_east"; veh1 setPos [ getPos veh1 select 0, getPos veh1 select 1, (getPos veh1 select 2) +100]; man moveInDriver veh1; titlecut ["","BLACK IN",1]; private ["_unit","_shooter","_twn","_coef","_pos"]; _unit = _this select 0; trup=_this select 0; publicVariable "trup"; _shooter = _this select 1; _twn = _unit getvariable "ALICE_twn"; _coef = bis_alice_mainscope getvariable "respectModifyCoef"; _coef = _coef * _hit; _pos = text ((nearestLocations [_unit,["NameCity","NameVillage"],1500]) select 0); [nil,nil,rHINT,format ["%1 убил гражданского в городе %2",name _shooter,_pos]] call RE; _unit setvariable ["ALICE_action",""]; _unit setvariable ["ALICE_action_locked",-1]; _unit setvariable ["ALICE_action_fsm",-1]; if !(isnil "_twn") then { if (_twn != _unit) then { [_twn,"ALICE_population",[_unit],true] call bis_fnc_variablespaceremove; [_twn,"ALICE_populationActive",[_unit],true] call bis_fnc_variablespaceremove } }; [_unit] call BIS_GC_trashItFunc; []spawn markerTGr; true; player action ["HEAL",player]; sleep 9; _dam=getDammage player; _dam=_dam/2; player setDammage _dam;veh = _this select 0; man = _this select 1; actionNum = _this select 2; //_veh removeaction _actionNum; titlecut ["","BLACK OUT",0.5]; veh3 = "Parachute_TK_GUE_EP1" createVehicle getMarkerPos "helm"; veh3 setPos [ getPos veh3 select 0, getPos veh3 select 1, (getPos veh3 select 2) +200]; man moveInDriver veh3; titlecut ["","BLACK IN",1]; //массив маркеров баз bazS=["des_nord","des_center","des_west","des_east","des_south"]; //массив копов kopS=[kop1,kop2,kop3,kop4,kop5,kop6,kop7,kop8,kop9,kop10]; //оснащение ящиков копов yashikS=[yashikNO,yashikWE,yashikCE,yashikEA,yashikSO]; {clearWeaponCargoGlobal _x;clearMagazineCargoGlobal _x; _x AddWeaponCargoGlobal ["bizon", 5];_x AddMagazineCargoGlobal ["64Rnd_9x19_Bizon",50]; _x AddWeaponCargoGlobal ["AK_74", 5];_x AddWeaponCargoGlobal ["AKS_74_U", 5];_x AddMagazineCargoGlobal ["30Rnd_545x39_AK",60]; _x AddWeaponCargoGlobal ["RPK_74", 5];_x AddWeaponCargoGlobal ["M24", 1];_x AddMagazineCargoGlobal ["5Rnd_762x51_M24",4]; _x AddWeaponCargoGlobal ["MP5A5", 15];_x AddMagazineCargoGlobal ["30Rnd_9x19_MP5",40]; _x AddWeaponCargoGlobal ["revolver_EP1",10];_x AddMagazineCargoGlobal ["6Rnd_45ACP",100]; _x AddWeaponCargoGlobal ["Sa58P_EP1",5];_x addMagazineCargoGlobal ["30Rnd_762x39_SA58",25]; _x AddWeaponCargoGlobal ["ItemGPS",20]; _x AddWeaponCargoGlobal ["Binocular",20]; _x AddMagazineCargoGlobal ["HandGrenade_East",30]; }foreach yashikS; //бандитские очки bandito=0; //условие победы бандитов //bandowin=50; bandowin=param1; //назначаем бандитов врагами копов civilian setFriend [RESISTANCE, 0]; waituntil {!isnil "BIS_fnc_init"}; BIS_ALICE_fnc_civilianKilled = compile (preprocessFileLineNumbers "fnc_civilianKilled.sqf"); //маркер к трупу markerTGr = { "trup" setMarkerPos position trup; "trup" setMarkerType "Man"; //время отображения маркера sleep param2; "trup" setMarkerType "Empty"; }; //стартовое вооружение копов {{_x addMagazine "6Rnd_45ACP"} forEach kopS}forEach[1,2,3,4,5,6]; {_x addWeapon "revolver_EP1"}forEach kopS; //восстановление предсмертного оружия копам save_layout = [weapons player, magazines player]; //Action1={_x addaction ["Action","action.sqs"]} foreach Array1; //формирование в игре переменной выигрыша бандитов bandS = {while {sleep 5;bandito bandowin/100*50}; if (isServer) then {{"BRDM2_ATGM_INS" createVehicle (getMarkerPos _x)}foreach bazS}; //{"BRDM2_ATGM_INS" createVehicle (getMarkerPos _x)}foreach bazS; waituntil {bandito > bandowin/100*80}; if (isServer) then {{"UH60M_EP1" createVehicle (getMarkerPos _x)}foreach bazS}; //{"UH60M_EP1" createVehicle (getMarkerPos _x)}foreach bazS;cuttext ["", "BLACK IN", 99999]; vpered=false; _camera = "camera" camcreate getpos player; _camera camPrepareTarget player; _camera camPrepareFOV 0.700; _camera camCommitPrepared 0; waituntil{camCommitted _camera}; _camera cameraeffect ["internal", "back"]; showCinemaBorder false; titleCut ["","BLACK IN", 2]; enableEnvironment false; //Копы слева _camera camPrepareTarget [-75059.80,62976.14,-351.76]; _camera camPreparePos [4631.05,2562.87,2.00]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 0; titleRsc ["Kazaki", "PLAIN"]; sleep 3; titleText ["Казаки - (Копы)", "PLAIN DOWN"]; //копы направо _camera camPrepareTarget [-75059.80,62976.14,-351.76]; _camera camPreparePos [4633.16,2565.48,2.00]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 3; sleep 3; //Разбойники ближний _camera camPrepareTarget [66254.63,81672.14,-59.48]; _camera camPreparePos [5246.29,2438.77,1.99]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 0; titleText ["против", "PLAIN DOWN"]; sleep 3; //Разбойники отдаление _camera camPrepareTarget [66254.63,81672.14,-59.48]; _camera camPreparePos [5244.70,2436.85,2.65]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 3; titleRsc ["Razboiniki", "PLAIN"]; sleep 3; titleText ["Разбойников - (Бандосов)", "PLAIN DOWN"]; sleep 3; titleText ["", "PLAIN DOWN"]; //охрана тюрьмы _camera camPrepareTarget [18931.14,-90145.26,471.59]; _camera camPreparePos [8119.59,9272.55,2.10]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 0: sleep 3; //бандосы в тюрьме _camera camPrepareTarget [18931.14,-90145.26,471.61]; _camera camPreparePos [8116.13,9256.72,1.81]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 4; titleText ["Копы выигрывают, если все бандосы в тюрьме (убиты).", "PLAIN DOWN"]; sleep 8; titleText ["", "PLAIN DOWN"]; //бандосы выигрывают _camera camPrepareTarget [107815.76,38195.23,191.17]; _camera camPreparePos [11241.08,12231.89,1.97]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 0; gr setDamage 1; sleep 3; vpered=true; titleText ["Бандосы выигрывают по превышению лимита убийств.", "PLAIN DOWN"]; sleep 10; titleCut ["","BLACK OUT", 2]; endmission "end1"; veh = _this select 0; man = _this select 1; actionNum = _this select 2; //_veh removeaction _actionNum; titlecut ["","BLACK OUT",0.5]; veh2 = "Parachute_TK_GUE_EP1" createVehicle getMarkerPos "kabanino"; veh2 setPos [ getPos veh2 select 0, getPos veh2 select 1, (getPos veh2 select 2) +200]; man moveInDriver veh2; titlecut ["","BLACK IN",1]; GGATCGVAGGATGALFGGATSFFO@pw~@PTUUUc.tTXXX.tp|ZXhh|фjX Kot%%% KOt``XXp||Hf|jjj`|҄|jjфффф"|򌪪фUZUфhhф{{񄱌񄱌񄱌фҌ򌪪򌪪фVZZь򌊪UUҌZUU򔠨򔪪򔪢Ҕ*** ````Ҕ* ь))% t%%%%'Zkk QXXhX@` "A{hXkkXXVUZjь**&*ь򔪪Zь ьZZVV򔪪ьjj t2%%%%F:)S E:BhT1e:)b1JZV@1i1B`Z1J* *%)JZ`)J% 1JhXTXEBJUUU%2JUU:RUUZ1R % 1eBZ%:cXhj[VZXX񌢂ьVXьUUZZ 򔨪jj򔩪 ьXPPьji|3UU%HBU)D! 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A`` `PXT(C`38UUVX@bX8b8%Aa A9` `V2VUUdI2%c(TViUAABa [AUUZX+|UF% KtVUUB*UUi)eUUa))Q$ʼnTVVfUUsUUUqiUUQr%Re%#)Q@`1*PN*AIGbQTBb% VˣV** I*))VV8 dA(prohod removeaction Sliv; prohod setPos [ getPos prohod select 0, getPos prohod select 1, (getPos prohod select 2)-3]; // sleep 30; prohod setPos [ getPos prohod select 0, getPos prohod select 1, (getPos prohod select 2)+3];veh = _this select 0; man = _this select 1; actionNum = _this select 2; //_veh removeaction _actionNum; titlecut ["","BLACK OUT",0.5]; veh1 = "Parachute_TK_GUE_EP1" createVehicle getMarkerPos "des_south"; veh1 setPos [ getPos veh1 select 0, getPos veh1 select 1, (getPos veh1 select 2) +100]; man moveInDriver veh1; titlecut ["","BLACK IN",1]; _p = player; if (!(local _p)) exitwith {}; removeAllWeapons _p; //removeAllItems _p; if (count save_layout > 0) then { {_p addMagazine _x} forEach (save_layout select 1); // The players save load out {_p addWeapon _x} forEach (save_layout select 0); // The players save load out } else { {_p addmagazine _x} forEach BIS_EVO_pallammo; // The players default load out {_p addweapon _x} forEach BIS_EVO_pweapons // The players default load out }; _p selectweapon (primaryWeapon _p);veh = _this select 0; man = _this select 1; actionNum = _this select 2; //_veh removeaction _actionNum; titlecut ["","BLACK OUT",0.5]; veh2 = "Parachute_TK_GUE_EP1" createVehicle getMarkerPos "staroe"; veh2 setPos [ getPos veh2 select 0, getPos veh2 select 1, (getPos veh2 select 2) +200]; man moveInDriver veh2; titlecut ["","BLACK IN",1]; //при изменении условия победы бандитов здесь тоже поменять waituntil {bandito>bandowin}; tskband1 setTaskState "Succeeded"; [objNull, ObjNull, tskband1, "Succeeded"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; veh = _this select 0; man = _this select 1; actionNum = _this select 2; //_veh removeaction _actionNum; titlecut ["","BLACK OUT",0.5]; veh1 = "Parachute_TK_GUE_EP1" createVehicle getMarkerPos "des_west"; veh1 setPos [ getPos veh1 select 0, getPos veh1 select 1, (getPos veh1 select 2) +100]; man moveInDriver veh1; titlecut ["","BLACK IN",1];