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_a2 = 0; _a3 = 0; _a4 = 0; _a5 = 0; _f1 = 0; // Workplace job actions while {true} do { // Courier Job // Add courier job action if ((((player distance workplacejob_actionflag_delivery <= 5) or (player distance workplace_getjobflag_2 <= 5) or (player distance workplace_getjobflag_3 <= 5)) and (_a1 == 0))) then { workplace_getjobaction = player addAction [localize "STRS_addAction_courierjob", "deliveryJob.sqf", ["getajob_delivery"]]; _a1 = 1; }; // Remove Courier job action if (((((player distance workplacejob_actionflag_delivery > 5) and (player distance workplace_getjobflag_2 > 5) and (player distance workplace_getjobflag_3 > 5)) ) and (_a1 == 1))) then { player removeAction workplace_getjobaction; _a1 = 0; }; // Search Job // Add Search job action if ((player distance workplacejob_actionflag_search <= 5) and (_a2 == 0)) then { workplace_getsearchaction = player addAction [localize "STRS_workplacemission_addaction_searchjob", "searchJob.sqf", ["getajob_search"]]; _a2 = 1; }; // Remove Search job action if (((player distance workplacejob_actionflag_search > 5) and (_a2 == 1))) then { player removeAction workplace_getsearchaction; _a2 = 0; }; // Weapon Delivery Job (UNUSED) // Add weapon delivery job action if ((player distance workplacejob_actionflag_weapons1 <= 5) and (workplacejob_waffe_active == 0) and (_a3 == 0) and (rolecop == 0)) then { workplacejob_waffe_anfangen = player addAction [localize "STRS_workplacemission_weaponjob_anfang", "getGunJob.sqf", ["weaponjob","anfang"]]; _a3 = 1;}; //Remove weapon delivery job action if (((player distance workplacejob_actionflag_weapons1 > 5) or (workplacejob_waffe_active == 1)) and (_a3 == 1)) then { player removeAction workplacejob_waffe_anfangen; _a3 = 0; }; //Note: Huh? A 2nd weapon delivery job? if ((player distance workplacejob_actionflag_weapons2 <= 5) and (workplacejob_waffe_active == 1) and (_a4 == 0) and (rolecop == 0)) then { workplacejob_waffe_ende = player addAction [localize "STRS_workplacemission_weaponjob_ende", "getGunJob.sqf", ["weaponjob","ende"]]; _a4 = 1; }; if (((player distance workplacejob_actionflag_weapons2 > 5) or (workplacejob_waffe_active == 0)) and (_a4 == 1)) then { player removeAction workplacejob_waffe_ende; _a4 = 0; }; //Taxi Missions action //Add taxi mission action if ((player distance workplacejob_actionflag_search <= 5) and (_a5 == 0)) then { workplace_gettaxiaction = player addAction [localize "STRS_workplacemission_taxi_action", "taxiJob.sqf", ["getajob_taxi"]]; _a5 = 1; }; //Remove taxi mission action if (((player distance workplacejob_actionflag_search > 5) and (_a5 == 1))) then { player removeAction workplace_gettaxiaction; _a5 = 0; }; sleep 3; };// Airtaxi.sqf // Calls a helicopter to players position and flys to destination _player = _this select 1; _array = _this select 3; _destination = _array select 0; _money = 'money' call INV_GetItemAmount; _startTime = 0; _startTimedepart = 0; _cond1 = 0; _cond2 = 0; _cond3 = 0; _cond4 = 0; if (airtaxisperre == 1) exitwith { hint localize "STRS_airtaxigesperrt"; }; // Fly to Bagango Destination if (_destination == "bagango") then { if (atbagangoinuse) exitwith {hint localize "STRS_airtaxi_bagango_inuse";}; _cost = airtaxicost + airtaxitaxes; _createpos = getMarkerPos "bagangoairtaxi"; _playerpos = getpos _player; if (debug) then { hint "Flight booked to Bagango";}; if (_money < _cost) exitWith {player groupChat localize "STRS_kein_money";}; ['money', -(_cost)] call INV_AddInventoryItem; INV_Steuerngezahlt = INV_Steuerngezahlt + airtaxitaxes; airtaxisperre = 1; atbagangoinuse = true; publicvariable "atbagangoinuse"; hint localize "STRS_airtaxi_bagango_start"; // Create it and let it fly to destination AtHeloBagango = createVehicle ["MH6", _createpos, [] , 0, "NONE"]; AtHeloBagango setVehicleInit "AtHeloBagango = this; this setVehicleVarName ""AtHeloBagango""; this setAmmoCargo 0; "; AtGrpBag = createGroup west; AtUnitBag = AtGrpBag createUnit ["SoldierWPilot", _createpos, [], 1, "NONE"]; [AtUnitBag] join AtGrpBag; removeallweapons AtUnitBag; AtUnitBag assignAsDriver AtHeloBagango; AtUnitBag moveindriver AtHeloBagango; AtUnitBag setCaptive true; AtUnitBag setBehaviour "careless"; processInitCommands; // Start the check for alive pilot/damahe helo ["bagango"] execVM "airtaxicheck.sqf"; AtHeloBagango lock true; if (debug) then { hint "All Created";}; AtHeloBagango flyinheight 100; AtUnitBag doMove _playerpos; waituntil {AtUnitBag distance _playerpos < 150 }; AtHeloBagango flyinheight 0; AtHeloBagango lock false; if (debug) then { hint "Arrived at pickup";}; _startTime = time; waitUntil { _cond1 = count crew AtHeloBagango > 1; _cond2 = time - _startTime > 5*60; _cond1 || _cond2 }; if (debug) then { hint "coditions reached, now 15s sleeptime";}; sleep 15; if (debug) then { hint "15s done, starting";}; AtHeloBagango flyinheight 100; AtUnitBag doMove _createpos; waituntil {AtUnitBag distance _createpos < 150}; if (debug) then { hint "Arrived at destination";}; AtHeloBagango flyinheight 0; hint localize "STRS_airtaxi_arrival"; _startTimedepart = time; waitUntil { _cond3 = count crew AtHeloBagango == 1; _cond4 = time - _startTimedepart > 5*60; _cond3 || _cond4 }; sleep 5; if (debug) then { hint "Flying to deadposition";}; AtHeloBagango flyinheight 300; AtUnitBag doMove (getMarkerPos "Finish_marker"); sleep 220; deleteVehicle AtUnitBag; deleteVehicle AtHeloBagango; deleteGroup AtGrpBag; if (debug) then { hint "All deleted";}; atbagangoinuse = false; publicvariable "atbagangoinuse"; sleep 300; airtaxisperre = 0; if (debug) then { hint "Blocking gone, can call me again";}; }; // Fly to Mercalillo Destination if (_destination == "mercalillo") then { if (atmercalilloinuse) exitwith {hint localize "STRS_airtaxi_mercalillo_inuse";}; _cost = airtaxicost + airtaxitaxes; _createpos = getMarkerPos "mercalilloairtaxi"; _playerpos = getpos _player; if (debug) then { hint "Flight booked to Mercalillo";}; if (_money < _cost) exitWith {player groupChat localize "STRS_kein_money";}; ['money', -(_cost)] call INV_AddInventoryItem; INV_Steuerngezahlt = INV_Steuerngezahlt + airtaxitaxes; airtaxisperre = 1; atmercalilloinuse = true; publicvariable "atmercalilloinuse"; hint localize "STRS_airtaxi_mercalillo_start"; // Create it and let it fly to destination AtHeloMercalillo = createVehicle ["MH6", _createpos, [] , 0, "NONE"]; AtHeloMercalillo setVehicleInit "AtHeloMercalillo = this; this setVehicleVarName ""AtHeloMercalillo""; this setAmmoCargo 0; "; AtGrpmerc = createGroup west; AtUnitmerc = AtGrpmerc createUnit ["SoldierWPilot", _createpos, [], 1, "NONE"]; [AtUnitmerc] join AtGrpmerc; removeallweapons AtUnitmerc; AtUnitmerc assignAsDriver AtHeloMercalillo; AtUnitmerc moveindriver AtHeloMercalillo; AtUnitmerc setCaptive true; AtUnitmerc setBehaviour "careless"; processInitCommands; // Start the check for alive pilot/damahe helo ["mercalillo"] execVM "airtaxicheck.sqf"; AtHeloMercalillo lock true; if (debug) then { hint "All Created";}; AtHeloMercalillo flyinheight 100; AtUnitmerc doMove _playerpos; waituntil {AtUnitmerc distance _playerpos < 150 }; AtHeloMercalillo flyinheight 0; if (debug) then { hint "Arrived at pickup";}; AtHeloMercalillo lock false; _startTime = time; waitUntil { _cond1 = count crew AtHeloMercalillo > 1; _cond2 = time - _startTime > 5*60; _cond1 || _cond2 }; sleep 15; AtHeloMercalillo flyinheight 100; AtUnitmerc doMove _createpos; waituntil {AtUnitmerc distance _createpos < 150}; if (debug) then { hint "Arrived at destination";}; AtHeloMercalillo flyinheight 0; hint localize "STRS_airtaxi_arrival"; _startTimedepart = time; waitUntil { _cond3 = count crew AtHeloMercalillo == 1; _cond4 = time - _startTimedepart > 5*60; _cond3 || _cond4 }; sleep 5; if (debug) then { hint "Flying to deadposition";}; AtHeloMercalillo flyinheight 300; AtUnitmerc doMove (getMarkerPos "Finish_marker"); sleep 220; deleteVehicle AtUnitmerc; deleteVehicle AtHeloMercalillo; deleteGroup AtGrpmerc; if (debug) then { hint "All deleted";}; atmercalilloinuse = false; publicvariable "atmercalilloinuse"; sleep 300; airtaxisperre = 0; if (debug) then { hint "Blocking gone, can call me again";}; }; // Fly to Pita Destination if (_destination == "pita") then { if (atpitainuse) exitwith {hint localize "STRS_airtaxi_pita_inuse";}; _cost = airtaxicost + airtaxitaxes; _createpos = getMarkerPos "pitaairtaxi"; _playerpos = getpos _player; if (debug) then { hint "Flight booked to pita";}; if (_money < _cost) exitWith {player groupChat localize "STRS_kein_money";}; ['money', -(_cost)] call INV_AddInventoryItem; INV_Steuerngezahlt = INV_Steuerngezahlt + airtaxitaxes; airtaxisperre = 1; atpitainuse = true; publicvariable "atpitainuse"; hint localize "STRS_airtaxi_pita_start"; // Create it and let it fly to destination AtHelopita = createVehicle ["MH6", _createpos, [] , 0, "NONE"]; AtHelopita setVehicleInit "AtHelopita = this; this setVehicleVarName ""AtHelopita""; this setAmmoCargo 0; "; AtGrppita = createGroup west; AtUnitpita = AtGrppita createUnit ["SoldierWPilot", _createpos, [], 1, "NONE"]; [AtUnitpita] join AtGrppita; removeallweapons AtUnitpita; AtUnitpita assignAsDriver AtHelopita; AtUnitpita moveindriver AtHelopita; AtUnitpita setCaptive true; AtUnitpita setBehaviour "careless"; processInitCommands; // Start the check for alive pilot/damage helo ["pita"] execVM "airtaxicheck.sqf"; AtHelopita lock true; if (debug) then { hint "All Created";}; AtHelopita flyinheight 100; AtUnitpita doMove _playerpos; waituntil {AtUnitpita distance _playerpos < 150 }; AtHelopita flyinheight 0; AtHelopita lock false; if (debug) then { hint "Arrived at pickup";}; _startTime = time; waitUntil { _cond1 = count crew AtHelopita > 1; _cond2 = time - _startTime > 5*60; _cond1 || _cond2 }; sleep 15; AtHelopita flyinheight 100; AtUnitpita doMove _createpos; waituntil {AtUnitpita distance _createpos < 150}; if (debug) then { hint "Arrived at destination";}; AtHelopita flyinheight 0; hint localize "STRS_airtaxi_arrival"; _startTimedepart = time; waitUntil { _cond3 = count crew AtHelopita == 1; _cond4 = time - _startTimedepart > 5*60; _cond3 || _cond4 }; sleep 5; if (debug) then { hint "Flying to deadposition";}; AtHelopita flyinheight 300; AtUnitpita doMove (getMarkerPos "Finish_marker"); sleep 220; deleteVehicle AtUnitpita; deleteVehicle AtHelopita; deleteGroup AtGrppita; if (debug) then { hint "All deleted";}; atpitainuse = false; publicvariable "atpitainuse"; sleep 300; airtaxisperre = 0; if (debug) then { hint "Blocking gone, can call me again";}; }; // Fly to paraiso Destination if (_destination == "paraiso") then { if (atparaisoinuse) exitwith {hint localize "STRS_airtaxi_paraiso_inuse";}; _cost = airtaxicost + airtaxitaxes; _createpos = getMarkerPos "paraisoairtaxi"; _playerpos = getpos _player; if (debug) then { hint "Flight booked to paraiso";}; if (_money < _cost) exitWith {player groupChat localize "STRS_kein_money";}; ['money', -(_cost)] call INV_AddInventoryItem; INV_Steuerngezahlt = INV_Steuerngezahlt + airtaxitaxes; airtaxisperre = 1; atparaisoinuse = true; publicvariable "atparaisoinuse"; hint localize "STRS_airtaxi_paraiso_start"; // Create it and let it fly to destination AtHeloparaiso = createVehicle ["MH6", _createpos, [] , 0, "NONE"]; AtHeloparaiso setVehicleInit "AtHeloparaiso = this; this setVehicleVarName ""AtHeloparaiso""; this setAmmoCargo 0; "; AtGrpparaiso = createGroup west; AtUnitparaiso = AtGrpparaiso createUnit ["SoldierWPilot", _createpos, [], 1, "NONE"]; [AtUnitparaiso] join AtGrpparaiso; removeallweapons AtUnitparaiso; AtUnitparaiso assignAsDriver AtHeloparaiso; AtUnitparaiso moveindriver AtHeloparaiso; AtUnitparaiso setCaptive true; AtUnitparaiso setBehaviour "careless"; processInitCommands; AtHeloparaiso lock true; // Start the check for alive pilot/damage helo ["paraiso"] execVM "airtaxicheck.sqf"; if (debug) then { hint "All Created";}; AtHeloparaiso flyinheight 100; AtUnitparaiso doMove _playerpos; waituntil {AtUnitparaiso distance _playerpos < 150 }; AtHeloparaiso flyinheight 0; AtHeloparaiso lock false; if (debug) then { hint "Arrived at pickup";}; _startTime = time; waitUntil { _cond1 = count crew AtHeloparaiso > 1; _cond2 = time - _startTime > 5*60; _cond1 || _cond2 }; sleep 15; AtHeloparaiso flyinheight 100; AtUnitparaiso doMove _createpos; waituntil {AtUnitparaiso distance _createpos < 150}; if (debug) then { hint "Arrived at destination";}; AtHeloparaiso flyinheight 0; hint localize "STRS_airtaxi_arrival"; _startTimedepart = time; waituntil { _cond3 = count crew AtHeloparaiso == 1; _cond4 = time - _startTimedepart > 5*60; _cond3 || _cond4 }; sleep 5; if (debug) then { hint "Flying to deadposition";}; AtHeloparaiso flyinheight 300; AtUnitparaiso doMove (getMarkerPos "Finish_marker"); sleep 220; deleteVehicle AtUnitparaiso; deleteVehicle AtHeloparaiso; deleteGroup AtGrpparaiso; if (debug) then { hint "All deleted";}; atparaisoinuse = false; publicvariable "atparaisoinuse"; sleep 300; airtaxisperre = 0; if (debug) then { hint "Blocking gone, can call me again";}; }; // Fly to rahmadi Destination if (_destination == "rahmadi") then { if (atrahmadiinuse) exitwith {hint localize "STRS_airtaxi_rahmadi_inuse";}; _cost = airtaxicost + airtaxitaxes; _createpos = getMarkerPos "rahmadiairtaxi"; _playerpos = getpos _player; if (debug) then { hint "Flight booked to rahmadi";}; if (_money < _cost) exitWith {player groupChat localize "STRS_kein_money";}; ['money', -(_cost)] call INV_AddInventoryItem; INV_Steuerngezahlt = INV_Steuerngezahlt + airtaxitaxes; airtaxisperre = 1; atrahmadiinuse = true; publicvariable "atrahmadiinuse"; hint localize "STRS_airtaxi_rahmadi_start"; // Create it and let it fly to destination AtHelorahmadi = createVehicle ["MH6", _createpos, [] , 0, "NONE"]; AtHelorahmadi setVehicleInit "AtHelorahmadi = this; this setVehicleVarName ""AtHelorahmadi""; this setAmmoCargo 0; "; AtGrprahmadi = createGroup west; AtUnitrahmadi = AtGrprahmadi createUnit ["SoldierWPilot", _createpos, [], 1, "NONE"]; [AtUnitrahmadi] join AtGrprahmadi; removeallweapons AtUnitrahmadi; AtUnitrahmadi assignAsDriver AtHelorahmadi; AtUnitrahmadi moveindriver AtHelorahmadi; AtUnitrahmadi setCaptive true; AtUnitrahmadi setBehaviour "careless"; processInitCommands; AtHelorahmadi lock true; // Start the check for alive pilot/damage helo ["rahmadi"] execVM "airtaxicheck.sqf"; if (debug) then { hint "All Created";}; AtHelorahmadi flyinheight 100; AtUnitrahmadi doMove _playerpos; waituntil {AtUnitrahmadi distance _playerpos < 150 }; AtHelorahmadi flyinheight 0; AtHelorahmadi lock false; if (debug) then { hint "Arrived at pickup";}; _startTime = time; waitUntil { _cond1 = count crew AtHelorahmadi > 1; _cond2 = time - _startTime > 5*60; _cond1 || _cond2 }; sleep 15; AtHelorahmadi flyinheight 100; AtUnitrahmadi doMove _createpos; waituntil {AtUnitrahmadi distance _createpos < 150}; if (debug) then { hint "Arrived at destination";}; AtHelorahmadi flyinheight 0; hint localize "STRS_airtaxi_arrival"; _startTimedepart = time; waituntil { _cond3 = count crew AtHelorahmadi == 1; _cond4 = time - _startTimedepart > 5*60; _cond3 || _cond4 }; sleep 5; if (debug) then { hint "Flying to deadposition";}; AtHelorahmadi flyinheight 300; AtUnitrahmadi doMove (getMarkerPos "Finish_marker"); sleep 220; deleteVehicle AtUnitrahmadi; deleteVehicle AtHelorahmadi; deleteGroup AtGrprahmadi; if (debug) then { hint "All deleted";}; atrahmadiinuse = false; publicvariable "atrahmadiinuse"; sleep 300; airtaxisperre = 0; if (debug) then { hint "Blocking gone, can call me again";}; }; // Fly to corazol Destination if (_destination == "corazol") then { if (atcorazolinuse) exitwith {hint localize "STRS_airtaxi_corazol_inuse";}; _cost = airtaxicost + airtaxitaxes; _createpos = getMarkerPos "corazolairtaxi"; _playerpos = getpos _player; if (debug) then { hint "Flight booked to corazol";}; if (_money < _cost) exitWith {player groupChat localize "STRS_kein_money";}; ['money', -(_cost)] call INV_AddInventoryItem; INV_Steuerngezahlt = INV_Steuerngezahlt + airtaxitaxes; airtaxisperre = 1; atcorazolinuse = true; publicvariable "atcorazolinuse"; hint localize "STRS_airtaxi_corazol_start"; // Create it and let it fly to destination AtHelocorazol = createVehicle ["MH6", _createpos, [] , 0, "NONE"]; AtHelocorazol setVehicleInit "AtHelocorazol = this; this setVehicleVarName ""AtHelocorazol""; this setAmmoCargo 0; "; AtGrpcorazol = createGroup west; AtUnitcorazol = AtGrpcorazol createUnit ["SoldierWPilot", _createpos, [], 1, "NONE"]; [AtUnitcorazol] join AtGrpcorazol; removeallweapons AtUnitcorazol; AtUnitcorazol assignAsDriver AtHelocorazol; AtUnitcorazol moveindriver AtHelocorazol; AtUnitcorazol setCaptive true; AtUnitcorazol setBehaviour "careless"; processInitCommands; // Start the check for alive pilot/damage helo ["corazol"] execVM "airtaxicheck.sqf"; AtHelocorazol lock true; if (debug) then { hint "All Created";}; AtHelocorazol flyinheight 100; AtUnitcorazol doMove _playerpos; waituntil {AtUnitcorazol distance _playerpos < 150 }; AtHelocorazol flyinheight 0; AtHelocorazol lock false; if (debug) then { hint "Arrived at pickup";}; _startTime = time; waitUntil { _cond1 = count crew AtHelocorazol > 1; _cond2 = time - _startTime > 5*60; _cond1 || _cond2 }; sleep 15; AtHelocorazol flyinheight 100; AtUnitcorazol doMove _createpos; waituntil {AtUnitcorazol distance _createpos < 150}; if (debug) then { hint "Arrived at destination";}; AtHelocorazol flyinheight 0; hint localize "STRS_airtaxi_arrival"; _startTimedepart = time; waituntil { _cond3 = count crew AtHelocorazol == 1; _cond4 = time - _startTimedepart > 5*60; _cond3 || _cond4 }; sleep 5; if (debug) then { hint "Flying to deadposition";}; AtHelocorazol flyinheight 300; AtUnitcorazol doMove (getMarkerPos "Finish_marker"); sleep 220; deleteVehicle AtUnitcorazol; deleteVehicle AtHelocorazol; deleteGroup AtGrpcorazol; if (debug) then { hint "All deleted";}; atcorazolinuse = false; publicvariable "atcorazolinuse"; sleep 300; airtaxisperre = 0; if (debug) then { hint "Blocking gone, can call me again";}; };// Check if Airtaxi Driver was killed an give a Public hint about that. //if (!isServer) exitWith {}; _art = _this select 0; // Check for Airtaxi bagango if (_art == "bagango") then { if (debug) then {hint "Bagango deadcheck running";}; while {true} do { _dmghelo = getDammage AtHeloBagango; if (!alive AtUnitBag || _dmghelo >= 0.2) exitWith { "hint localize ""STRS_airtaxi_bagango_killed"";" call ISSE_pub_execPstr; sleep 300; deleteVehicle AtUnitBag; deleteVehicle AtHeloBagango; atbagangoinuse = false; publicvariable "atbagangoinuse"; airtaxisperre = 0; }; sleep 2; }; }; // Check for Airtaxi Mercalillo if (_art == "mercalillo") then { if (debug) then {hint "Bagango deadcheck running";}; while {true} do { _dmghelo = getDammage AtHeloMercalillo; if (!alive AtUnitmerc || _dmghelo >= 0.2) exitWith { "hint localize ""STRS_airtaxi_mercalillo_killed"";" call ISSE_pub_execPstr; sleep 300; deleteVehicle AtUnitmerc; deleteVehicle AtHeloMercalillo; atmercalilloinuse = false; publicvariable "atmercalilloinuse"; airtaxisperre = 0; }; sleep 2; }; }; // Check for Airtaxi Pita if (_art == "pita") then { if (debug) then {hint "Pita deadcheck running";}; while {true} do { _dmghelo = getDammage AtHelopita; if (!alive AtUnitpita || _dmghelo >= 0.2) exitWith { "hint localize ""STRS_airtaxi_pita_killed"";" call ISSE_pub_execPstr; sleep 300; deleteVehicle AtUnitpita; deleteVehicle AtHelopita; atpitainuse = false; publicvariable "atpitainuse"; airtaxisperre = 0; }; sleep 2; }; }; // Check for Airtaxi Paraiso if (_art == "paraiso") then { if (debug) then {hint "Bagango deadcheck running";}; while {true} do { _dmghelo = getDammage AtHeloparaiso; if (!alive AtUnitparaiso || _dmghelo >= 0.2) exitWith { "hint localize ""STRS_airtaxi_paraiso_killed"";" call ISSE_pub_execPstr; sleep 300; deleteVehicle AtUnitparaiso; deleteVehicle AtHeloparaiso; atparaisoinuse = false; publicvariable "atparaisoinuse"; airtaxisperre = 0; }; sleep 2; }; }; // Check for Airtaxi Rahmadi if (_art == "rahmadi") then { if (debug) then {hint "Bagango deadcheck running";}; while {true} do { _dmghelo = getDammage AtHelorahmadi; if (!alive AtUnitrahmadi || _dmghelo >= 0.2) exitWith { "hint localize ""STRS_airtaxi_rahmadi_killed"";" call ISSE_pub_execPstr; sleep 300; deleteVehicle AtUnitrahmadi; deleteVehicle AtHelorahmadi; atrahmadiinuse = false; publicvariable "atrahmadiinuse"; airtaxisperre = 0; }; sleep 2; }; }; // Check for Airtaxi Corazol-City if (_art == "corazol") then { if (debug) then {hint "Bagango deadcheck running";}; while {true} do { _dmghelo = getDammage AtHelocorazol; if (!alive AtUnitcorazol || _dmghelo >= 0.2) exitWith { "hint localize ""STRS_airtaxi_corazol_killed"";" call ISSE_pub_execPstr; sleep 300; deleteVehicle AtUnitcorazol; deleteVehicle AtHelocorazol; atcorazolinuse = false; publicvariable "atcorazolinuse"; airtaxisperre = 0; }; sleep 2; }; };// Alcohol Effects _art = _this select 0; if (_art == "init") then { INV_alkoholusesperre = 0; INV_alkohol_usesperre = FALSE; INV_AlkoholCounter = 0; }; if (_art == "use") then { _item = _this select 1; _anzahl = _this select 2; if (INV_alkoholusesperre == 1) exitWith {player groupChat localize "STRS_inv_item_druguse_toomany";}; if (INV_alkohol_usesperre) then {INV_alkoholusesperre = 1;}; INV_AlkoholCounter = INV_AlkoholCounter + _anzahl; [_item, -(_anzahl)] call INV_AddInventoryItem; _endeZeit = time + 45 + (_anzahl * 10); _fadeInTime = 0; _fadeOutTime = 0; _faded = false; // Normal Beer, Weizenbier, White-Wine if (_item == "bier" OR _item == "weizenbier" OR _item == "weisswein" OR _item == "rotwein") then { while {time < _endeZeit} do { if (not(alive player)) exitWith {}; player setdamage ((damage player) - 0.01); if (vehicle player == player) then { _v1 = velocity player select 0; _v2 = velocity player select 1; _v3 = velocity player select 2; _v1add = (random 4 - random 4); _v2add = (random 3 - random 3); player setVelocity [_v1+_v1add, _v2+_v2add, _v3]; }; if (time > _fadeInTime) then { titleCut ["","WHITE OUT",0]; _fadeOutTime = time + 1; _fadeInTime = time + 5; _faded = false; }; if ((time > _fadeOutTime) and (!_faded)) then { titleCut ["","WHITE IN",0]; _faded = true; }; sleep 1; }; }; if (_item == "starkbier" OR _item == "rotweinhq" OR _item == "weissweinhq") then { while {time < _endeZeit} do { if (not(alive player)) exitWith {}; player setdamage ((damage player) - 0.01); if (vehicle player == player) then { _v1 = velocity player select 0; _v2 = velocity player select 1; _v3 = velocity player select 2; _v1add = (random 10 - random 8); _v2add = (random 12 - random 10); player setVelocity [_v1+_v1add, _v2+_v2add, _v3]; }; if (time > _fadeInTime) then { titleCut ["","WHITE OUT",0]; _fadeOutTime = time + 1; _fadeInTime = time + 10; _faded = false; }; if ((time > _fadeOutTime) and (!_faded)) then { titleCut ["","WHITE IN",0]; _faded = true; }; sleep 1; }; }; titleCut ["","WHITE IN",0]; sleep 10; player groupChat localize "STRS_inv_item_druguse_ende"; INV_alkoholusesperre = 0; INV_AlkoholCounter = INV_AlkoholCounter - _anzahl; };class animationsdialog { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {animationsliste, submit, cancel, dummybutton}; class DLG_BACK1: RscBackground { x = 0.29; y = 0.09; w = 0.43; h = 0.75; }; class background : RscBgRahmen { x = 0.29; y = 0.09; w = 0.43; h = 0.75; text = "$STRD_anim_description_header"; }; class animationsliste : RscListBox { idc = 1; x = 0.30; y = 0.12; w = 0.40; h = 0.65; }; class submit : RscButton { idc = 2; x = 0.30; y = 0.78; w = 0.20; h = 0.04; text = "$STRD_anim_description_submit"; }; class cancel : RscButton { x = 0.51; y = 0.78; w = 0.20; h = 0.04; text = "$STRD_description_cancel"; action = "closedialog 0;"; }; class dummybutton : RscDummy {idc = 1009; }; };// Animations Dialogue // animDlgOpen.sqf if (!(createDialog "animationsdialog")) exitWith { hint "Dialog Error!"; }; { _index = lbAdd [1, (_x select 3)]; lbSetData [1, _index, (_x select 1)]; } forEach ANIM_AllAnimationArray; buttonSetAction [2, "[lbCurSel 1, (lbData [1, (lbCurSel 1)])] execVM ""playAnim.sqf""; closedialog 0;"];// Animations List // animList.sqf ANIM_AllAnimationArray = [ ["AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon", "handsup", "anim", localize "STRS_anim_var_handsup", 2, ""], ["normal", "normal", "anim", localize "STRS_anim_var_normal", 2, ""], ["holsterrifle", "holsterrifle", "special", localize "STRS_anim_var_holsterrifle", 2, "holster.sqf"], ["holsterpistol", "holsterpistol", "special", localize "STRS_anim_var_holsterpistol", 2, "holster.sqf"], ["AinvPknlMstpSlayWrflDnon_AmovPknlMstpSrasWrflDnon", "kopfweh", "anim", localize "STRS_anim_var_headache", 2, ""], ["AmovPercMstpSnonWnonDnon_talking", "reden", "anim", localize "STRS_anim_var_conversation", 2, ""], ["AmovPercMstpSnonWnonDnon_Ease", "ease", "anim", localize "STRS_anim_var_atease", 2, ""], ["ActsPercMstpSnonWnonDnon_MarianQ_shot5Man", "handzeichen", "anim", localize "STRS_anim_var_interview", 1, ""], ["AinvPknlMstpSlayWrflDnon", "Kneel_4", "anim", localize "STRS_anim_var_kneel_4", 0, ""], ["AinvPknlMstpSlayWrflDnon_1", "Kneel_5", "anim", localize "STRS_anim_var_kneel_5", 0, ""], ["AinvPknlMstpSlayWrflDnon_medic", "Kneel_6", "anim", localize "STRS_anim_var_kneel_6", 0, ""], ["AinvPknlMstpSlayWrflDnon_medic", "Kneel_7", "anim", localize "STRS_anim_var_kneel_7", 0, ""], ["AmovPknlMstpSnonWnonDnon_AmovPercMsprSnonWnonDf", "Sprint_1", "anim", localize "STRS_anim_var_sprint_1", 0, ""], ["AmovPknlMstpSnonWnonDnon_AmovPercMsprSnonWnonDf_2", "Sprint_2", "anim", localize "STRS_anim_var_sprint_2",0, ""], ["AmovPercMstpSrasWrflDnon_AinvPknlMstpSlayWrflDnon", "Kneel_1", "anim", localize "STRS_anim_var_kneel_1",1,""], ["AmovPercMstpSrasWrflDnon_AmovPercMevaSrasWrflDr", "Step_Side_1","anim",localize "STRS_anim_var_step_1",1,""], ["AmovPercMstpSrasWrflDnon_AmovPercMevaSrasWrflDb","Step_Side_2","anim",localize "STRS_anim_var_step_2",1,""], ["AmovPercMstpSrasWrflDnon_AmovPercMevaSrasWrflDl","Step_Side_3","anim",localize "STRS_anim_var_step_3",1,""], ["AmovPsitMstpSlowWrflDnon_WeaponCheck2","Sit_1","anim",localize "STRS_anim_var_sit_1",1, ""], ["AmovPsitMstpSlowWrflDnon_Smoking", "Sit_2", "anim", localize "STRS_anim_var_sitsmoke",2,""], ["AmovPsitMstpSlowWrflDnon_WeaponCheck1", "Sit_3", "anim", localize "STRS_anim_var_sitcheck",1,""], ["DeadState","Dead_1","anim",localize "STRS_anim_var_dead_1",1,""], ["AdthPercMstpSnonWnonDnon_3","fall","anim",localize "STRS_anim_var_die",2,""], ["AmovPercMstpSlowWrflDnon_AmovPercMevaSrasWrflDb","Step_Side_4","anim",localize "STRS_anim_var_step_4",1,""], ["AmovPercMstpSlowWrflDnon_AmovPercMevaSrasWrflDl","Step_Side_5","anim",localize "STRS_anim_var_step_5",1,""], ["AmovPercMstpSlowWrflDnon_talking", "Talk_1", "anim", localize "STRS_anim_var_talk_1",1,""], ["AinvPknlMstpSnonWnonDnon_healed_1", "Kneel_2", "anim",localize "STRS_anim_var_kneel_2",2,""], ["AinvPknlMstpSnonWnonDnon_healed_2", "Kneel_3", "anim", localize "STRS_anim_var_kneel_3",2,""], ["AinvPknlMstpSnonWnonDnon_medic_1", "Medic_1", "anim",localize "STRS_anim_var_medic_1",2,""], ["AinvPknlMstpSnonWnonDnon_medic_2", "Medic_2", "anim",localize "STRS_anim_var_medic_2", 2,""], ["AmovPercMstpSnonWnonDnon_carCheckPush","Car_1","anim",localize "STRS_anim_var_vehicle_1",2,""], ["AmovPercMstpSnonWnonDnon_carCheckWash","Car_2","anim",localize "STRS_anim_var_vehicle_2", 2,""], ["AmovPercMstpSnonWnonDnon_carCheckWheel","Car_3","anim",localize "STRS_anim_var_vehicle_3",2,""], ["AmovPercMstpSnonWnonDnon_exerciseKata","martial","anim",localize "STRS_anim_var_martialarts",0,""], ["AmovPercMstpSnonWnonDnon_exercisePushup","pushups","anim",localize "STRS_anim_var_pushups",2,""], ["AmovPercMstpSnonWnonDnon_exercisekneeBendA","situps_1","anim",localize "STRS_anim_var_situps",2,""], ["AmovPercMstpSnonWnonDnon_exercisekneeBendB","situps_1","anim",localize "STRS_anim_var_bend_2",2,""], ["Default","Default","mimic","Default (Mimic)",2,""], ["Normal","Normal","mimic","Normal (Mimic)",2,""], ["Smile","Smile","mimic","Smile (Mimic)",2,""], ["Hurt","Hurt","mimic","Hurt (Mimic)",2,""], ["Ironic","Ironic","mimic","Ironic (Mimic)",2,""], ["Sad","Sad","mimic","Sad (Mimic)", 2,""], ["Cynic","Cynic","mimic","Cynic (Mimic)",2,""], ["Surprised","Surprise","mimic","Surprised (Mimic)",2,""], ["Agresive","Agresive","mimic","Agresive (Mimic)",2,""], ["Angry","Angry","mimic","Angry (Mimic)",2,""] ]; ISSE_arr_update = { private["_arr", "_key", "_val", "_upd", "_i"]; _arr = _this select 0; _key = _this select 1; _val = _this select 2; _upd = false; for [{_i=0}, {_i < (count _arr)}, {_i=_i+1}] do { if ( ((_arr select _i) select 0) == _key ) exitWith { (_arr select _i) SET [1, _val]; _upd = true; }; }; if (!_upd) then { _arr = _arr + [ [_key, _val] ]; }; _arr }; ISSE_arr_length = { (count _this) }; ISSE_arr_keys = { private["_result", "_i"]; _result = []; for [{_i=0}, {_i < (count _this)}, {_i=_i+1}] do { _result = _result + [ ((_this select _i) select 0)]; }; _result }; ISSE_arr_values = { private["_result", "_i"]; _result = []; for [{_i=0}, {_i < (count _this)}, {_i=_i+1}] do { _result = _result + [ ((_this select _i) select 1)]; }; _result }; ISSE_arr_hasKey = { ((_this select 1) in ((_this select 0) call ISSE_arr_keys)) }; ISSE_arr_delete = { private["_arr", "_key", "_del", "_i"]; _arr = _this select 0; _key = _this select 1; for [{_i=0}, {_i < (count _arr)}, {_i=_i+1}] do { if ( ((_arr select _i) select 0) == _key ) exitWith { _arr SET [_i, ""]; _arr = _arr - [""]; }; }; _arr }; ISSE_arr_equals = { ((format["%1", _this select 0]) == (format["%1", _this select 1]) ) }; ISSE_arr_getValue = { private ["_c", "_arr", "_key"]; _arr = _this select 0; _key = _this select 1; for [{_c=0}, {_c < (count _arr)}, {_c=_c+1}] do { if (((_arr select _c) select 0) == _key) exitWith { ((_arr select _c) select 1) }; }; }; ISSE_arr_countMultiple = { private ["_c", "_Farr", "_Fval", "_Fcount"]; _Farr = _this select 0; _Fval = _this select 1; _Fcount = 0; for [{_c=0}, {_c < (count _Farr)}, {_c=_c+1}] do { if ( (typeName (_Farr select _c)) == (typeName _Fval) ) then { if ((_Farr select _c) == _Fval) then { _Fcount = _Fcount + 1; }; }; }; _Fcount };_civ = ((_this select 0)+1); if (not(iscop)) exitWith { player groupChat localize "STRS_not_copaction";}; if (not((format ["civ%1", _civ]) call ISSE_UnitExists)) exitWith { player groupChat localize "STRS_player_not_ingame"; }; _notinprison = call compile format ["civ%1_arrest", _civ]; if (_notinprison == 0) then { player groupChat localize "STRS_prison_notinprison"; } else { call compile format ["civ%1_arrest = 0; publicVariable ""civ%1_arrest"";", _civ]; player groupChat localize "STRS_prison_freenow"; };JFIFddDucky<Adobed         !1AQaq"2rѲs45BRb#DTCᒢc$& !1AQq"2aBRr#34bS$C% ?ZhQ!A(HjRBH􅨑 Q!-DBHi Q!-D-!j$4E-D="GPԤĤ,T$14;D,CrEX ,RB Ӝ CRJ$G%$b$z)=؉Hh !,D,D@X br-X b$ZHh #(bR5AIbĤP[.3cQlLjdc"KQb/)-DAF 1'1ѩ&Ulg7FM-!Ib5),U%jҒjh\#D,9h->Xr"-C'-"D@"E,D@XJ,gFƢmq[eulj-Д*t9>54/kV=ZZ˫SXuhtlj-WRZ$1$/)-C)R5(9H#PrAR5(NR5 ')9,NZ$,9iȹbr"-DhKƢeq[e<Kx I!7w!JI*;z;!<72WT8ƀIi҆8444)~/HcxTژ$w7BbJflluٌQlJf4WF%TB$8A@Q@'"҂%"5A$,vm`uy<*.v[gȩ^Ӊ M 5ayBjj8%ſACI 8FfFuƍ-%^%ٜz#1U>߄ӄ7׈dC%ɣVg.f>R@ <$W3>oS|gG嗋-3WQgc6&$41,tq>WE NaW&5YǏڬ"VÿɹeɎh᱆K@juK6 5gLcR4QGF-Z\;*GbцU'bTeU Ly:T*5҇v1A](lcgɅcVsF+޹یT'{z⧁ȱ"R 5;³m uezĠZed;/Ĵpi=jK\lq۞/Mѵc\Ӊ\v~ww6{tq;S:qGYcnuaRQL쫴YcSK-(d#iqvkt2tݵjOyIwK#Y& 4@:Ewl['S/mW):gĊXldu:_ ѷg).լݟePBs ~u>ZQWjٳa})+umd-vq.t14UŽۤIo2rA&C|}HZi޶4_=kU"@v3=P{R;F+FUR˶l_yl{asyI4^"Rzm֛+Og^$Llh!ԙ#F=ߔmoدMf+'.|[xԚ.l$ks5;d;g[4M p-^X+cz}n Z?ƈA?Vb؜Uao<k{ٛl2J÷Giev8IjQN= ۖg>V_uEO:q35[YLaVFqrw)iWyX6=EĪݕ_BwWǽ M"n^} ̘搌[=oQ\>MP#|xng~R\sh:7 .G{m~Q+=z]_u>x~/UfqO2x8N2."uc~?+{=\M{\"֧*QA!B?],y'7 /|/nۉu|^ޫe 0/7{~zVl;}7zyk>Ѵ9}]l< |g@m 5ׇȹy]܋& (/ο 'NճEՙ5uJOya^wRyԸ-!x (]xd\훮N솞afHe$ A w,1^>#q ]J1x7l'ҡ2v1`lR (+'vz%f{ [7qe`׋'2h=]^ՉVVkJح[Ҽ{Ē0c|VU[x4oZu/G?9oe7腳=395& mg3nڡ۳\$m^#H QUή/'or7qOgsMf868Y(gZMv rZ*ss^%u_S1y@e˻Q?[~g'JOyu+~6W7xY7y9J]nk՟k\Of4ՄκX/fF/\=MޞE?ZGϨm;G/A[4@g†b242n={dP?)#JM* /?My?3fm۲0Ck$ vVԶ75A \4z\vdZgk\p4 A]sm4ሁ7$۴.h% <ŢN^,ؒp6B.l,NwS!ujuI 4e-EP&)K&. j껎Vn t zڱXkbr=O '7Z1嘏4M F5qG2iQ<.X, -,ӵ:"s]~\m4:5Ьxc͙vVJ}L&kN.5C}+f.U|%Y5lsMJ饫Xзq 3o~f!@ahwJSώg.#Iq>/cBW$2&{נnn_Kn9 ;67X"p h4蛜j} ȝI+9hm-55I:GIG\ӽi ;mZ/eys}ioY򛍕߫NhYPq;4ϰӵč ,ofOMOԖJ*dY.N kJU*|YFRt iCo_"WQW/8uKatRD@'ZTRUCsuJIۏɝe 5V;U982wViZ;wWm&7ZHeS;U֪JߜgEK[stoō$h‡1L{Ϭ:U? {\@piӱ^]\9/cmD6yWO׮ڪ*wYd8XF46G6fšqCZ[`nA)Lʵ.{N85pm\I ִ +Ȼi9 {]uV&}Z*1G6C@;J,tJu"%V];GE=ZrB:+=l̽"*g}Tu6&6+bͥ.voTR8g-W%_wqs\u$%l]>"{Uܱ 5) and (_i == _f1) and (_a1 == 1)) then { player removeAction deposit; player removeAction balance; _a1 = 0; }; }; }; if ((player distance MainBank <= 5) and (INV_CANDOILLEGAL) and (_a2 == 0)) then { bank_robb = player addAction [localize "STRS_bank_addaction_robb","bankRob.sqf", ["ausrauben"]]; _a2 = 1; }; if ((player distance MainBank > 5) and (_a2 == 1)) then { player removeAction bank_robb; _a2 = 0; }; sleep 3; };_art = _this select 2; _money = 'money' call INV_GetItemAmount; if (_art == "deposit") then { _transfer = _this select 0; _transfermoney = _this select 1; if (!(_transfermoney call ISSE_str_isInteger)) exitWith {player groupChat localize "STRS_bank_no_valid_number";}; _transfermoney = _transfermoney call ISSE_str_StrToInt; if (_transfermoney <= 0) exitWith {}; _steuern = round((_transfermoney*100)/(100-bank_steuer)); _targetString = INV_PLAYERLIST select _transfer; if (INV_PLAYERLIST select _transfer == player) exitWith { if (_money < _transfermoney) then { player groupChat format[localize "STRS_bank_deposit_self_no", (_transfermoney call ISSE_str_IntToStr)]; } else { player groupChat format[localize "STRS_bank_deposit_self_yes", (_transfermoney call ISSE_str_IntToStr)]; Kontostand = Kontostand + _transfermoney; ['money', -(_transfermoney)] call INV_AddInventoryItem; }; }; if (not((format["%1", (INV_PLAYERLIST select _transfer)]) call ISSE_UnitExists)) exitWith { player groupChat localize "STRS_bank_player_not_ingame"; }; if (KontoStand < _steuern) then { player groupChat format[localize "STRS_bank_no_money", (_transfermoney call ISSE_str_IntToStr), (bank_steuer call ISSE_str_IntToStr)]; } else { Kontostand = Kontostand - _steuern; INV_SteuernGezahlt = (INV_SteuernGezahlt + (_steuern - _transfermoney)); (format ["if (INV_ROLESTRING == ""%1"") then {Kontostand = Kontostand + %2; player groupChat format[localize ""STRS_bank_account_getmoney"", %2, %3];};", _targetString, (_transfermoney call ISSE_str_IntToStr), player]) call ISSE_pub_execPstr; player groupChat format[localize "STRS_bank_deposit_yes", (_transfermoney call ISSE_str_IntToStr), (bank_steuer call ISSE_str_IntToStr), 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#Jс$>.,q%V6Mګ^حfՓ( ( ( 0K2(ljtQld4R)j*Ȭԅ3// AVGas Refuel Script at AVGas Fuel Stations // avgasrefuel.sqf _fuel = fuel (vehicle player); _fuelstartposition = getpos(vehicle player); _exitvar = 0; _finalfuelCost = AVGAS_TankenCost + AVGAS_TaxTankenCost; if (_fuel >= 0.995) exitWith {player groupChat localize "STRS_gasstation_bereits_getankt_avgas";}; if !(vehicle player iskindof "air") exitWith {player groupChat localize "STRS_inv_items_refuel_Noairvehicle";}; if (isEngineOn vehicle player) exitWith {player groupChat localize "STRS_inv_items_refuel_AIRengineoff";}; if (alreadytankenAVGas) exitWith {player groupchat localize "STRS_inv_items_refuel_already";}; while {((fuel (vehicle player)) < 0.995)} do { alreadytankenAVGas = true; _tankvehicle = vehicle player; if (not(['money', -(_finalfuelCost)] call INV_AddInventoryItem)) exitWith {player groupChat localize "STRS_gasstation_tanken_money"; _exitvar = 1;}; INV_SteuernGezahlt = INV_SteuernGezahlt + AVGAS_TaxTankenCost; if (_tankvehicle == player) exitWith {player groupChat localize "STRS_gasstation_tanken_airleft"; _exitvar = 1;}; if (vehicle player distance _fuelstartposition > 4) exitWith {player groupChat localize "STRS_gasstation_tanken_vclmoved"; _exitvar = 1;}; _tankvehicle setFuel ((fuel _tankvehicle)+0.02); titleText [ format[localize "STRS_gasstation_avgastanken_zwischenmsg",round(fuel _tankvehicle * 50)], "PLAIN DOWN"]; sleep 9; }; if (_exitvar == 1) exitWith {alreadytankenAVGas = false;}; player groupChat localize "STRS_gasstation_tanken_avgasfinished"; alreadytankenAVGas = false; // Refuel Action at AVGas-Fuelstations // avgasrefuel_action.sqf _a1 = 0; _v1 = 0; _f1 = 0; while {true} DO { for [{_i=0}, {_i < (count AVGAS_TankstellenArray)}, {_i=_i+1}] do { _flag = (AVGAS_TankstellenArray select _i); if ((vehicle player != player) and (vehicle player distance _flag <= 13) and (_a1 == 0)) then { action_tankstelle = vehicle player addAction [format [localize "STRS_addaction_buy_AVgas", AVGAS_TankenCost, AVGAS_TaxTankenCost],"avgasrefuel.sqf"]; _a1 = 1; _v1 = vehicle player; _f1 = _i; }; if (((vehicle player == player) or (vehicle player distance _flag > 13)) and (_f1 == _i) and (_a1 == 1)) then { _v1 removeAction action_tankstelle; _a1 = 0; }; }; sleep 5; };// Air Refuel Kit Script // avgas_can.sqf _art = _this select 0; if (_art == "use") then { if !(vehicle player iskindof "air") exitWith {player groupChat localize "STRS_inv_items_refuel_Noairvehicle";}; if (isEngineOn vehicle player) exitWith {player groupChat localize "STRS_inv_items_refuel_AIRengineoff";}; if (_fuelkitinuse == 1) exitWith {player groupChat localize "STRS_inv_items_refuel_already";}; if ((fuel vehicle player) == 1) exitWith {player groupChat localize "STRS_inv_items_refuel_notneeded";}; if (player == vehicle player) exitWith {player groupChat localize "STRS_inv_items_repair_refuel_notincar";}; if (!(player == driver vehicle player)) exitWith {player groupChat localize "STRS_inv_items_repair_refuel_notdriver";}; player groupChat localize "STRS_inv_items_refuel_AVGASinprogress"; [_item, -1] call INV_AddInventoryItem; _fuelkitinuse = 1; sleep 5; sleep 70.0 + (random 75); _fuelkitinuse = 0; _item = _this select 1; _anzahl = _this select 2; _fuel = fuel vehicle player; _refuelgas = 0.11 + (random 0.06); vehicle player setFuel (_fuel + _refuelgas); player groupChat localize "STRS_inv_items_refuel_AVGASrefueled"; };JFIFddDucky<Adobed        !1AQ"aq2BRbr#ST$34C%!1AQaq"2RBr#3bS$C ?&ѱϝM5{==a^]0LVgcUo"?3}MȻq"3ErsG7gUBяa yMGRhڵjpkyR}T:4ֹQ3B؏|o?(rGf/8{k $VgisFMuRӐ\9b ''5ܮxҲ.:r7T.M*LO+^]p3o]NhiOuvX7FbGz 7b}bw,[tN#-g+4xZfRp\REmd*w~前,b#(<’>.bk*N{!<])|L0+_շ/?-r.C/{HM+&k5޷7H'x;H($xU[«!CsywWf珖c v` nMԶs6qسw}p1 BE5f׊ݷ;f0gS?%'r >R eE}pn-#p>G, N0BpBRZi*f1VJS M56(z"rBmMs*n h.>,B(P*bmI'\jW[ZGX(= v8@[CZU)I%rOaZZ(I¿L ԦZp*5) K9CDؗ5OV8p5YfAU es$*Ks yq)^㩀q*U ': rIyo%c\|K'u&$\oLDB #hռyT<ѴLAn ~+r3b2P4k1'jt65%As45]t;n>ubʷDZ#$#o:0q]Vygy݋\xoV 9ɪYS(rZ2 ܓHX|w/kjէpI,,C a+svݢn9חrŒP] \̒)^hYC,C$𢋓azs*TQD\\+KnK Dn#nwIL]sV_i•Mo%1vY )\QLV|s QQQ'<԰#=6Kia L'zZhp.ߨsGVnɛ(s̞\մ19-u4kV\뚔O@:ӁUԢ8&GΚTѫ'v5X<>lki51oozQ+Ym$odJ8 مZM3¸w*'*P{L_%G*xbw>u b>tU)=᪳檫ԴTu.4NNSM!O3ڡsVSrN(27 U ժy^QwQʧPИnNQИnR{ӃT.eNYbdD$ IAL0Yݾ ^TƷ7B~7un"d3xP Qɔ5nߪ.C}"^ {GG'Y[=_e[-4w#VrWW y"۫ $_Tv̖˪3}2c}cu PBlqT]C5&;g=JVՁI4EH܊s(^cx9k֝~d}(gp.m)<* mHRPjWᒋv. stU䜚5SuY&R|EP.^%W(HzwU"Zꢉu#UKR8 iSSM*V4ҦiMSM*fji \L!N+O$R,WSuaQnh෇u?@>s?b+ P/fN囐ᤕ`=UB֌ĸܧ>&˺ zrWqQm\3K{~+J-yas3 O|t!xW1YjuE&CKE@ihdPg/P&FJ*j(B(B(B(B(B(B(B QBi"pRHDS+JbiS4+SHS5ɪrb43\E0rzJ'&K2Y~CM{ = f,<E1XX{}.bor)?}fO|tAxˊKxURXmN %rUQ4F5!!!!!!!!v"WE tDTNLE *aR)RLVk))CԃQ<=]kGdݎX,q%Q7U`կnj|} dn{iǐ I(E/}e2`}KܭnOϙyƜ)li@ƞ.)fDT 9FTM r5!!!!!!!!!v ,r4C r?}Wh,58-]W6遡/pm$scݒQ>64 c|rkXoMK*Hhm;GxYq#I#|(}Vy4QG8j]tTRl F˵D*a 4m+Ɯdj"4{KNx+8v<}Hq?U$q3hHW[Gf %o>(#'s;.AH#G c)ۈkK@ Y[$s >pw " Yc{LߟEY& F ,[+ȍ5c-gğRwRZ@pU{.lV$c"B4RNbg1G5buD6/--;H9U R,xVd یaf_;U;3#7++2yy˨1$jbOp6Ƶ,ye.5(CndpbX)*ϙP};|Ai83ⰲr|ܼ -su$$:]ޑ-WoBZ%/B*$ۍ=Ki:}I#S[tյ[*4 +A?bcb`M&=S/J?[WѹHaz& 'uтxh\JwulS\K6:c7Zb[ZCΪTXKv[3xCK~&ƋlnX2̷d,HƖ+Ǚt< &_ݫvsn;F A۽n睲"U*(.p׵:XBC?a|5d+ZPp{odvVcKKhen}LAXr]7-NXѶRjh>'SK?Dw4-"L)$8UK#5;-wB(px8S0Z3ٵm+wGJQkooUx_0)̭nKxgޛڻ>FwEt1&hO55]^koEIQƝ^F{q9\tiG1S:2ͿKVwmc41 f>QU,&6WC՛u c[~Z='߷kek)A,G.kg&(+Uk{ޭ,ՎIxpI'vuX=﹣dH`RF5u~DtW.Oa׭2艸W^/O߹X˶G$}ͭYw .㮮Q\p}& 6ʗ}gc=?W;>1OI I) M-6t~Fehߧ=OH牁/Vsj]>!SBacp D]kߗ{>a23G ^ȂSҽ+nl1A-f+Łqy߀-zvRYga|j%~o|͐ VpYPK~Z~C<d#,&`mu_1YM@C-U $z݊~gO.'0[Ho`okChi|Aswx{;ϦNpmP2潤-} gW{]BeecCQsX ^6G$|4z1>>n,z92x#*qkf.ѿKςGE1WmƦ9rM70.O^'b N؆ʼ2o޳v@!&zk_J[|4lRAҷ$j}PK36~bƂlVUZK0#-n>ŵ]{-}뚶[/J]}!ejZVt39kudz;$VpzPzEΕ=5VȇOݥnu3!3COjfƍ?|ap?椹?4[j)ޝݲMB5~72ݢɋo\Kp'.9,Xk6F@$~S p}Vd-Ft Fd8\noIt|OmCxv[$i6Kd ;}o5pTwkZkAbiI7<9s-bMu,yqsUsύc˜ʊu*ֿ)[V﷛^`DdcrV>#P6)%CW хOBP705[{%t«MwW^~[Qw<+?X-c+MU~q̆8hdvy3}ՠ 9.q%ljZPw. IXʋ%Ł<*&dzR^Mj u=`ۦiHAܢTB(_nwN3ހ0 {v>+n\I'*۷{2|i՞꣟n̝+`R#E/K /\p+m[@ EU z⑃f`OĔ-A4bk*k+_B. [nwH`ܳ]Ђ9ij+d{otdwS871eNz>bk`d0D`zlhէ]{-:xƫ#73d ĐB|,ZfW=[w.lLa< ðc0U`{ivQjuo,lTEF߂dTҖȎ$i7Y Z `7)JVF҇#%nNߤFGfF`U8QP}M~RAoCo.AXU'jm#P^Z3DO9PwT"I-9k06`@uD[KQ_G#lC b2SU͍)~=:iao qR`!_7;/6nTYlQ=֩#hT/~]U\;u#Ql5*N+Hu-F%v jG훆>¹{6{D$ #b=JLÚ6ˈv528\x4pZ6sY $YV(j/ M%) uuݿ8Tr3> țV6mW+wH8/(X']k^5浇xw^ա5[jִ[㫷:|NO޲&Yifs$nymh%3q{sdclass bank { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {text1, spielerliste, text2, transfer_eingabe, text4, money_steuern, submit, text5, withdraw_eingabe, withdraw_submit, cancel, trennlinie, text_inventarmoney, text_accountmoney, dummybutton}; class DLG_BACK1: RscBackground { x = 0.31; y = 0.14; w = 0.37; h = 0.73; }; class background : RscBgRahmen { x = 0.31; y = 0.14; w = 0.37; h = 0.73; text = $STRD_bank_description_title; }; class text1 : RscText { x = 0.32; y = 0.17; w = 0.35; h = 0.04; style = ST_CENTER; text = $STRD_bank_description_deposit_transfer; }; class spielerliste : RscCombo { idc = 1; x = 0.53; y = 0.22; w = 0.14; h = 0.04; }; class text2 : RscText { x = 0.32; y = 0.22; w = 0.20; h = 0.04; style = ST_RIGHT; text = $STRD_bank_description_selectplayer; }; class transfer_eingabe : RscEdit { idc = 2; x = 0.32; y = 0.27; w = 0.35; h = 0.04; text = "0"; }; class text4 : RscText { idc = 4; x = 0.47; y = 0.32; w = 0.12; h = 0.04; style = ST_RIGHT; text = $STRD_bank_description_steuern; }; class money_steuern : RscText { idc = 5; x = 0.59; y = 0.32; w = 0.08; h = 0.04; text = "$"; }; class submit : RscButton { idc = 10; x = 0.39; y = 0.37; w = 0.20; h = 0.04; text = $STRD_bank_description_submit; }; class text5 : RscText { x = 0.32; y = 0.58; w = 0.35; h = 0.04; style = ST_CENTER; text = $STRD_bank_description_withdraw; }; class withdraw_eingabe : RscEdit { idc = 6; x = 0.32; y = 0.63; w = 0.35; h = 0.04; text = "0"; }; class withdraw_submit : RscButton { idc = 11; x = 0.39; y = 0.73; w = 0.20; h = 0.04; text = $STRD_bank_description_submit; }; class cancel : RscButton { x = 0.39; y = 0.82; w = 0.20; h = 0.04; text = $STRD_bank_description_cancel; action = "closedialog 0"; }; class trennlinie : RscText { x = 0.32; y = 0.54; w = 0.35; h = 0.01; style = ST_FRAME; }; class text_inventarmoney : RscText { x = 0.32; y = 0.44; w = 0.37; h = 0.04; idc = 101; style = ST_LEFT; text = ""; }; class text_accountmoney : RscText { x = 0.32; y = 0.49; w = 0.37; h = 0.04; idc = 102; style = ST_LEFT; text = ""; }; class dummybutton : RscDummy { idc = 1003; }; };// Money and Bank Details // 2990175.sqf Startmoney = 12000; robb_timeSperre = 600; //Time untill bank is able to be robbed again local_useBankPossible = true; robb_money = 4500; BankRaubKontoverlust = 2500; BankRaubProzentVerlust = 10; bank_steuer = 5; zinsen_prozent = 5; //I believe this is the % of interest you get every interest tick zinsen_dauer = 900; //Ammount of time interest comes in seconds robb_possible = 1; //false if bank is unable to rob bank, tru if able to rob bank Kontostand = Startmoney; //Starting money bankflagarray = [bankflag_1, bankflag_2, bankflag_3, bankflag_4, bankflag_5, bankflag_6, bankflag_7, bankflag_8, bankflag_9, terrorspawn_shop, bankflag_paraiso, bankflag_ortego, copbuy_border, bankflag_eponia]; MainBank = bankflag_1; //Fairly obvious, sets the civ wanted and gives them a bounty of 25k when he robs the bank Bank_Rob_Start_Script = { (format ["[0,1,2,[""opfer""]] execVM ""bankRob.sqf"";;civ%1_wanted = 1; bounty_civ%1 = bounty_civ%1 + 25000;", rolenumber, player]) call ISSE_pub_execPstr; }; //Here is just adds the robbing to the crime log, _money being the ammount that was robbed Bank_Rob_End_Script = { _money = _this select 0; (format ["[""Bank"", %1, %2] spawn Isse_AddCrimeLogEntry;", player, _money]) call ISSE_pub_execPstr; }; // Funtion for letting Bank get harmed by rob too Bank_Rob_Server_looses_money = { if (GovernmentTaxAccount > 0) then { GovmentLooses = round(GovernmentTaxAccount/BankRaubProzentVerlust); GovernmentTaxAccount = GovernmentTaxAccount - GovmentLooses; Publicvariable "GovernmentTaxAccount"; Publicvariable "GovmentLooses"; "hint format [localize ""STRS_bank_serverrobmessage"", (GovmentLooses call ISSE_str_IntToStr)];" call ISSE_pub_execPstr; }; }; _art = _this select 0; //There is no real use for trying to use bank insurance.... if (_art == "use") then { _item = _this select 1; _anzahl = _this select 2; player groupChat localize "STRS_inventar_bankversicherung"; };_taxtopay = 0; _oldAccountValue = 0; BANK_zinsen = { if (Kontostand > 0) then { Kontostand = round(Kontostand+(Kontostand/100*zinsen_prozent)); player groupChat format [localize "STRS_bank_zinsen", (Kontostand call ISSE_str_IntToStr), (zinsen_prozent call ISSE_str_IntToStr)]; }; }; BANK_wealthtax = { _taxtopay = 0; _oldAccountValue = 0; if (Kontostand > GblWealthTaxLimit) then { _oldAccountValue = Kontostand; _taxtopay = round((Kontostand/100)*GblWealthTax); INV_SteuernGezahlt = INV_SteuernGezahlt + _taxtopay; Kontostand = Kontostand - _taxtopay; player groupChat format [localize "STRS_bank_wealthtax_message", (_oldAccountValue call ISSE_str_IntToStr), (GblWealthTaxLimit call ISSE_str_IntToStr), (_taxtopay call ISSE_str_IntToStr), (GblWealthTax call ISSE_str_IntToStr)]; _oldAccountValue = 0; _taxtopay = 0; }; }; GOVNMT_Interest = { if (GovernmentTaxAccount > 0) then { GovernmentTaxAccount = round(GovernmentTaxAccount+(GovernmentTaxAccount/100*zinsen_prozent)); if (Debug) then { publicvariable "GovernmentTaxAccount"; " hint format [""Government got %2 percent Interest too. New account value is %1"", (GovernmentTaxAccount call ISSE_str_IntToStr), (zinsen_prozent call ISSE_str_IntToStr)];" call ISSE_pub_execPstr; }; }; }; if (isServer) then { while {true} do { sleep (zinsen_dauer/2); "[] spawn BANK_zinsen;" call ISSE_pub_execPstr; [] spawn GOVNMT_Interest; sleep (zinsen_dauer/2); "[] spawn BANK_wealthtax;" call ISSE_pub_execPstr; }; };// Bank Rob script // bankRob.sqf GovmentLooses = 0; _array = _this select 3; _art = _array select 0; if (_art == "ausrauben") then { if (robb_possible == 0) exitWith {player groupChat localize "STRS_bank_rob_no";}; if (!(call INV_isArmed)) exitWith {player groupChat localize "STRS_bank_rob_noweapon";}; robb_possible = 0; player groupChat format[localize "STRS_bank_rob_info", (robb_money call ISSE_str_IntToStr)]; [] spawn Bank_Rob_Start_Script; _scriptabbruch = 0; for [{_i=0}, {_i < 10}, {_i=_i+1}] do { if (player Distance MainBank >=5) exitWith { player groupChat format[localize "STRS_bank_rob_nosuccess"]; _scriptabbruch = 1; }; sleep 1; }; if (_scriptabbruch == 1) exitWith {}; if (alive player) then { _erbeutet = round(robb_money*INV_PLAYERCOUNT*((random 1)+0.5)); ['money', (_erbeutet)] call INV_AddInventoryItem; //kontostand = 0; player groupChat format[localize "STRS_bank_rob_success"]; [_erbeutet] spawn Bank_Rob_End_Script; }; local_useBankPossible = false; sleep robb_timeSperre; local_useBankPossible = true; }; if (_art == "opfer") then { if (isServer) exitWith { GovmentLooses = 0; [] spawn Bank_Rob_Server_looses_money; robb_possible = 0; publicVariable "robb_possible"; sleep (robb_timeSperre/2); robb_possible = 1; publicVariable "robb_possible"; }; _verlust = round(Kontostand/BankRaubProzentVerlust); if ((Kontostand <= _verlust) and (Kontostand >= 1) and (('bankversicherung' call INV_GetItemAmount) == 0)) then { Kontostand = 0; player groupChat localize "STRS_bank_rob_allmoneylost"; }; if ((Kontostand > _verlust) and (('bankversicherung' call INV_GetItemAmount) == 0)) then { Kontostand = Kontostand - _verlust; player groupChat format[localize "STRS_bank_rob_somemoneylost", (_verlust call ISSE_str_IntToStr), (Kontostand call ISSE_str_IntToStr)]; }; if (('bankversicherung' call INV_GetItemAmount) > 0) then { player groupChat localize "STRS_bank_rob_lostnomoney"; ['bankversicherung', -(1)] call INV_AddInventoryItem; }; if (player distance MainBank < 500) then { MainBank say ["Alarm", 500]; }; titleText [localize "STRS_bank_rob_titlemsg", "plain"]; };JFIFddDucky<Adobed       !1QqAa2B"R#Cbr34s$%!1AQBa2q"Rr#3Cb$ ?TH 0(( % JE D6#Q[4u씕 M4`PEI::K!He9HfeV \B1E5+8VX5zG8B}PŢ3EI*& ȩ:GKGKJT$R FR٢6VKvFE`|]c| 볎c)=#M9\蒟JNJ*ټvi(ӃrەQ+r5:L]{VX=5/(IJN SxjRNl<r}]ꦪwY)+ܰ~Ӳ2>rvM>VW;Lj';Lj";LEzcH1b25'ƢzDYtI챨*#Qe`dj.wk-]5vUkSI= T'JK+fвG#NXJguc)ǁ]F%YĿe*]-EtWQJMkvnݗMJr߸$[9E6LtJ[T]%$sJ3qKqti4hQ(JcGv3F/1~|M*[ʇvΣX)buXGP|P}'YGW_uQGڒ_5X'ˬRV',Ru Re)e]c"$k.=A2fsG5cDnM\R. 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Dy#SL,:¤ybnɳrdӼ{cqzbkM@U0f{ˇY]ſUOqҸav0yoۡnWJIOPP mn>ow(iգD xdXлn(m]iJD$U6.JJƶÌbԾ񅫌U)^g4/լ#@_>5x,{MRȔaMAE;ܚiyQ,J_ _art = _this select 0; if (_art == "use") then { _item = _this select 1; _anzahl = _this select 2; _DefuseBombArray = ["PipeBomb", "TimeBomb", "Mine", "MineE"]; if (isNil "INV_BombDefuserInUse") then { INV_BombDefuserInUse = false; }; if (not(INV_BombDefuserInUse)) then { INV_BombDefuserInUse = true; if (vehicle player == player) then { _bombs = []; { _bombs = _bombs + ( (position player) nearObjects [_x, 3] ); } forEach _DefuseBombArray; if (count _bombs > 0) then { if (random 100 < 99) then { player groupChat localize "STRS_inv_items_defuser_success"; deletevehicle (_bombs select 0); } else { player groupChat localize "STRS_inv_items_defuser_failed"; [(position player)] spawn Bomb_Vehicle; }; } else { player groupChat localize "STRS_inv_items_defuser_nobomb"; }; } else { for [{_i=0}, {_i < (count INV_ServerBombArray)}, {_i=_i+1}] do { if (((INV_ServerBombArray select _i) select 1) == (vehicle player)) exitWith { format["""%1"" call INV_BombDelete", ((INV_ServerBombArray select _i) select 0)] call ISSE_pub_execPstr; [((INV_ServerBombArray select _i) select 2), 1] call INV_AddInventoryItem; player groupChat localize "STRS_inv_items_defuser_success"; }; }; }; INV_BombDefuserInUse = false; } else { };};// Bomb Scripts // bombs.sqf _art = _this select 0; if (_art == "init") then { INV_ServerBombArray = []; INV_LocalBombArray = []; if (time > 120) then { INV_BombGetServerArray = true; publicVariable "INV_BombGetServerArray"; } else { INV_BombGetServerArray = false; }; INV_BombSpawn = { if ((typeName _this) == "OBJECT") then { if (not(isNull _this)) then { if (((getPos _this) select 2) < 5) then { "Bo_GBU12_LGB" createVehicle (getPos _this); }; _this setDamage 1; }; } else { "Bo_GBU12_LGB" createVehicle _this; }; }; INV_BombIdExists = { private["_result", "_i"]; _result = false; for [{_i=0}, {_i < (count INV_ServerBombArray)}, {_i=_i+1}] do { if (((INV_ServerBombArray select _i) select 0) == _this) exitWith { _result = true; }; }; _result }; INV_BombAdd = { INV_ServerBombArray = INV_ServerBombArray + [[ (_this select 1), (_this select 2), (_this select 3), (_this select 4), (_this select 5) ]]; if (player == (_this select 0)) then { INV_LocalBombArray = INV_LocalBombArray + [[ (_this select 1), (_this select 2), (_this select 3), [] ]]; }; }; INV_BombDelete = { private["_name", "_id", "_i", "_j", "_actionArr"]; _id = _this; for [{_i=0}, {_i < (count INV_ServerBombArray)}, {_i=_i+1}] do { if (((INV_ServerBombArray select _i) select 0) == _id) exitWith { INV_ServerBombArray set [_i, ""]; INV_ServerBombArray = INV_ServerBombArray - [""]; }; }; for [{_i=0}, {_i < (count INV_LocalBombArray)}, {_i=_i+1}] do { if (((INV_LocalBombArray select _i) select 0) == _id) exitWith { if (alive(vehicle player)) then { _actionArr = ((INV_LocalBombArray select _i) select 3); for [{_j=0}, {_j < (count _actionArr)}, {_j=_j+1}] do { (vehicle player) removeAction (_actionArr select _j); }; }; INV_LocalBombArray set [_i, ""]; INV_LocalBombArray = INV_LocalBombArray - [""]; }; }; }; INV_BombEdit = { private["_id", "_settings", "_i"]; _id = (_this select 0); _settings = (_this select 1); for [{_i=0}, {_i < (count INV_ServerBombArray)}, {_i=_i+1}] do { if (((INV_ServerBombArray select _i) select 0) == _id) exitWith { (INV_ServerBombArray select _i) set [4, _settings]; }; }; }; if (isServer) then {["server"] execVM "bombs.sqf";}; ["client"] execVM "bombs.sqf"; }; if (_art == "server") then { _lastLength = 0; while {true} do { _skipWait = false; for [{_i=0}, {_i < (count INV_ServerBombArray)}, {_i=_i+1}] do { _array = (INV_ServerBombArray select _i); _id = _array select 0; _vehicle = _array select 1; _name = _array select 2; _status = _array select 3; _settings = _array select 4; if (isNull(_vehicle)) exitWith { format["""%1"" call INV_BombDelete", _id] call ISSE_pub_execPstr; _skipWait = true; }; if (not(alive(_vehicle))) exitWith { format["""%1"" call INV_BombDelete", _id] call ISSE_pub_execPstr; _skipWait = true; }; switch (_name) do { case "fernzuenderbombe": { if (_settings select 0) then { _vehicle spawn INV_BombSpawn; }; if (_status == "defused") then { format["""%1"" call INV_BombDelete", _id] call ISSE_pub_execPstr;}; }; case "zeitzuenderbombe": { if (_settings select 0 < time) then { _vehicle spawn INV_BombSpawn; }; if (_status == "defused") then { format["""%1"" call INV_BombDelete", _id] call ISSE_pub_execPstr; }; }; case "aktivierungsbombe": { if (!(_settings select 0)) then { _bombhandler = _vehicle addEventHandler ["engine", { _vehicle = _this select 0; if (isEngineOn _vehicle) then { _vehicle removeAllEventHandlers "engine"; _vehicle spawn INV_BombSpawn; }; }]; }; if (_status == "defused") then { format["""%1"" call INV_BombDelete", _id] call ISSE_pub_execPstr; _vehicle removeAllEventHandlers "engine"; }; }; case "geschwindigkeitsbombe": { _active = (_settings select 1); _speed = speed _vehicle; if ((_active) and (_speed < (_settings select 0))) then { _vehicle spawn INV_BombSpawn; }; if (_status == "defused") then { format["""%1"" call INV_BombDelete", _id] call ISSE_pub_execPstr; }; if ( (!_active) and (_speed > (_settings select 0)) ) then { _settings set [1, true]; _settings set [3, ((round(time))+(_settings select 2))]; format["if (player in %1) then {player groupChat localize ""STRS_inv_item_vehiclebomb_speedbomb_activated"";};", _vehicle, (_settings select 0), (_settings select 2)] call ISSE_pub_execPstr; }; if ( ((_settings select 3) != -1) and (time > (_settings select 4)) ) then { _array set [3, "defused"]; format["if (player in %1) then {player groupChat localize ""STRS_inv_item_vehiclebomb_deactivated"";};", _vehicle] call ISSE_pub_execPstr; }; }; }; }; if ( (INV_BombGetServerArray) ) then { _lastLength = count INV_ServerBombArray; INV_BombGetServerArray = false; publicVariable "INV_ServerBombArray"; debugArray = debugArray + ["Bombarray public."]; }; if (!_skipWait) then {sleep 1;}; }; }; if (_art == "client") then { _a1=0; _a2=0; _a3=0; _a4=0; _a5=0; _v=0; while {true} do { _skipWait = false; for [{_i=0}, {_i < (count INV_LocalBombArray)}, {_i=_i+1}] do { _array = (INV_LocalBombArray select _i); _id = _array select 0; _vehicle = _array select 1; _item = _array select 2; _actionArr= _array select 3; if (isNull(_vehicle)) exitWith { format["""%1"" call INV_BombDelete", _id] call ISSE_pub_execPstr; _skipWait = true; }; if (not(alive(_vehicle))) exitWith { format["""%1"" call INV_BombDelete", _id] call ISSE_pub_execPstr; _skipWait = true; }; if ( (vehicle player == _vehicle) and ((count _actionArr) == 0) ) then { _v = vehicle player; switch _item do { case "fernzuenderbombe": { _a1 = _v addAction [localize "STRS_inv_item_vehiclebomb_action_deactivate", "someCompile.sqf", format["[""config"", ""defuse"", ""%1"", ""%2""] execVM ""bombs.sqf"";", _item, _id ]]; _actionArr = _actionArr + [_a1]; }; case "zeitzuenderbombe": { _a1 = _v addAction [localize "STRS_inv_item_vehiclebomb_action_deactivate", "someCompile.sqf", format["[""config"", ""defuse"", ""%1"", ""%2""] execVM ""bombs.sqf"";", _item, _id ]]; _a2 = _v addAction [localize "STRS_inv_item_vehiclebomb_action_changetimer", "someCompile.sqf", format["[""config"", ""Timer"", ""%1"", ""%2""] execVM ""bombs.sqf"";", _item, _id ]]; _actionArr = _actionArr + [_a1, _a2]; }; case "aktivierungsbombe": { _a1 = _v addAction [localize "STRS_inv_item_vehiclebomb_action_deactivate", "someCompile.sqf", format["[""config"", ""defuse"", ""%1"", ""%2""] execVM ""bombs.sqf"";", _item, _id ]]; _actionArr = _actionArr + [_a1]; }; case "geschwindigkeitsbombe": { _a1 = _v addAction [localize "STRS_inv_item_vehiclebomb_action_deactivate", "someCompile.sqf", format["[""config"", ""defuse"", ""%1"", ""%2""] execVM ""bombs.sqf"";", _item, _id ]]; _actionArr = _actionArr + [_a1]; }; }; }; if (vehicle player != _vehicle) then { for [{_j=0}, {_j < (count _actionArr)}, {_j=_j+1}] do { _v removeAction (_actionArr select _j); }; _actionArr = []; }; (INV_LocalBombArray select _i) set [3, _actionArr]; }; if (!_skipWait) then {sleep 3;}; }; }; if (_art == "use") then { _item = _this select 1; _anzahl = _this select 2; if (_item == "zeitzuenderbombe") then { if (!(createDialog "timebombconfig")) exitWith {hint "Dialog Error!";}; sliderSetRange [1, zeitbombe_mintime, zeitbombe_maxtime]; sliderSetSpeed [1, 1, 10]; buttonSetAction [4, "[""plant"", ""zeitzuenderbombe"", sliderPosition 1] execVM ""bombs.sqf""; closedialog 0;"]; while {ctrlVisible 1011} do { ctrlSetText [3, format[localize "STRS_inv_item_vehiclebomb_timebombconfig_sec", (round(sliderPosition 1))]]; sleep 0.3; }; }; if (_item == "aktivierungsbombe") then {["plant", "aktivierungsbombe"] execVM "bombs.sqf";}; if (_item == "geschwindigkeitsbombe") then { if (!(createDialog "speedbombconfig")) exitWith {hint "Dialog Error!";}; sliderSetRange [1, speedbomb_minspeed, speedbomb_maxspeed]; sliderSetSpeed [1, 1, 10]; sliderSetRange [8, speedbomb_mindur, speedbomb_maxdur]; sliderSetSpeed [8, 1, 10]; buttonSetAction [4, "[""plant"", ""geschwindigkeitsbombe"", sliderPosition 1, sliderPosition 8] execVM ""bombs.sqf""; closedialog 0;"]; while {ctrlVisible 1010} do { ctrlSetText [3, format[localize "STRS_inv_item_vehiclebomb_speedbombconfig_kmh", (round(sliderPosition 1))]]; ctrlSetText [10, format["%1 Sec.", (round(sliderPosition 8))]]; sleep 0.3; }; }; if (_item == "fernzuenderbombe") then {["plant", "fernzuenderbombe"] execVM "bombs.sqf";}; if (_item == "fernzuender") then {if (!(createDialog "remotebomb_remote")) exitWith {hint "Dialog Error!";};}; }; if (_art == "plant") then { _item = _this select 1; _id = format["%1_%2", player, round(time)]; _vcl = vehicle player; _settings = []; _exit = 0; _explosion = 0; if (vehicle player == player) exitWith {player groupChat localize "STRS_inv_item_vehiclebomb_notinvehicle";}; format ["if (player in %1) then {player groupChat format[localize ""STRS_inv_item_vehiclebomb_legen_gesehen"", %2];};", _vcl, player] call ISSE_pub_execPstr; player groupChat format[localize "STRS_inv_item_vehiclebomb_planted", _id]; switch _item do { case "fernzuenderbombe": { _settings = [ false ]; }; case "zeitzuenderbombe": { _settings = [ ((round(time))+(_this select 2)) ]; }; case "aktivierungsbombe": { _settings = [ false ]; }; case "geschwindigkeitsbombe": { _settings = [ (_this select 2), false, (_this select 3), 0 ]; }; }; ( format[ "[%1, ""%2"", %3, ""%4"", ""%5"", %6] call INV_BombAdd;", player, _id, _vcl, _item, "planted", _settings] ) call ISSE_pub_execPstr; [_item, (-1)] call INV_AddInventoryItem; }; if (_art == "config") then { _art = _this select 1; _name = _this select 2; _id = _this select 3; if (!(_id call INV_BombIdExists)) exitWith { player groupChat localize "STRS_inv_item_vehiclebomb_notexist,"; }; switch _name do { case "fernzuenderbombe": { if (_art == "defuse") then { format["""%1"" call INV_BombDelete", _id] call ISSE_pub_execPstr; [_name, 1] call INV_AddInventoryItem; player groupChat localize "STRS_inv_item_vehiclebomb_defused"; }; if (_art == "activate") then { format["if (isServer) then {[""%1"", [%2]] call INV_BombEdit;};", _id, true] call ISSE_pub_execPstr; }; }; case "zeitzuenderbombe": { if (_art == "defuse") then { format["""%1"" call INV_BombDelete", _id] call ISSE_pub_execPstr; [_name, 1] call INV_AddInventoryItem;player groupChat localize "STRS_inv_item_vehiclebomb_defused"; }; if (_art == "timer") exitWith { if (!(createDialog "timebombconfig")) exitWith {hint "Dialog Error!";}; _sliderpos = 0; ctrlSetText [4, localize "STRS_inv_item_vehiclebomb_changetimer"]; sliderSetRange [1, zeitbombe_mintime, zeitbombe_maxtime];sliderSetSpeed [1, 1, 10]; buttonSetAction [4, "zeitbombencounterchanged = 1; closedialog 0;"]; zeitbombencounterchanged = 0; while {ctrlVisible 2} do { _sliderpos = round(sliderPosition 1); ctrlSetText [3, format[localize "STRS_inv_item_vehiclebomb_sec", _sliderpos]]; sleep 0.3; }; if (zeitbombencounterchanged == 1) then { format["if (isServer) then {[""%1"", [%2]] call INV_BombEdit;};", _id, (time+_sliderpos)] call ISSE_pub_execPstr; player groupChat format [localize "STRS_inv_item_vehiclebomb_changed", _sliderpos]; }; }; }; case "aktivierungsbombe": { if (_art == "defuse") then { format["""%1"" call INV_BombDelete", _id] call ISSE_pub_execPstr; [_name, 1] call INV_AddInventoryItem; player groupChat localize "STRS_inv_item_vehiclebomb_defused"; }; }; case "geschwindigkeitsbombe": { if (_art == "defuse") then { format["""%1"" call INV_BombDelete", _id] call ISSE_pub_execPstr; [_name, 1] call INV_AddInventoryItem; player groupChat localize "STRS_inv_item_vehiclebomb_defused"; }; }; }; }; _civnumber = _this select 0; _civnumber = _civnumber+1; _civ = format["civ%1", _civnumber]; if (_civ == rolestring) exitWith {player groupChat localize "STRS_bounty_notself";}; if (not(_civ call ISSE_UnitExists)) exitWith {role groupChat localize "STRS_player_not_ingame";}; _deletebounty = _this select 2; if (_deletebounty == 1) exitWith { if (call compile format ["%1_wanted == 0", _civ]) exitWith {player groupChat localize "STRS_bounty_kein_bounty_entfernen";}; call compile format ["bounty_%1 = 0; publicVariable ""bounty_%1""; %1_wanted = 0; publicVariable ""%1_wanted"";", _civ]; player groupChat format [localize "STRS_bounty_entfernt", _civ];}; _bounty = _this select 1; if (!(_bounty call ISSE_str_isInteger)) exitWith {player groupChat localize "STRS_inv_no_valid_number";}; _bounty = _bounty call ISSE_str_StrToInt; if (_bounty < 0) exitWith {}; call compile format ["_bountycivvar = bounty_civ%1; _civvar = civ%1;",_civnumber]; call compile format ["_civarrestedvar = civ%1_arrest;",_civnumber]; if ((!(alive _civvar)) or (_civarrestedvar == 1)) exitWith {role groupChat format [localize "STRS_bounty_nobounty", _civ];}; _money = 'money' call INV_GetItemAmount; if (_money < _bounty) exitWith {player groupChat localize "STRS_bounty_nomoney";}; ['money', -(_bounty)] call INV_AddInventoryItem; player groupChat format[localize "STRS_kofpmoney_set", _civ, (_bounty call ISSE_str_IntToStr)]; format ["civ%3_wanted = 1; bounty_civ%3 = bounty_civ%3 + %2; player groupChat format [localize ""STRS_bounty_publicmsg"", %1, %2, %3, bounty_civ%3];", player, (_bounty call ISSE_str_IntToStr), _civnumber] call ISSE_pub_execPstr;JFIFddDucky;Adobed           s!1AQa"q2B#R3b$r%C4Scs5D'6Tdt& EFVU(eufv7GWgw8HXhx)9IYiy*:JZjzm!1AQa"q2#BRbr3$4CS%cs5DT &6E'dtU7()󄔤euFVfvGWgw8HXhx9IYiy*:JZjz ?n) k%1VH2rBA\ǧW[|̆P@2Ɉx_TIբ#n!.Zj195&n|4u^ R97;v*UثVTJIr! D$5ʌx-Ymφ@ˎwՏGl|1G}Xc/cᏈwՏ>"QV>V>EnGl\ELIɆ+:bc=}m M:U>. 懶Kl}r~͓Îٟg>mWM#MbHIZ,ؼl޹L>!-y܆kSb~\!PJ ɀRXd[]C"BM#pAQK`oܑ:#2! r(yx5|%nqpg^+q )du+"P6 &Z[2S2]&|ta] [Wb]\"[`prci-w(( $f|vggKQ1҃ʴfGsџf2tk??>c܏3w~}ǹ_Eߩ/ߑ?cXΏ_*~8?;fr:?kS8v=C9~q{ tW5ziٳ r}^[2(Ws#Βq82b].X)85v*UzdKv4lFQ7mdZ>eQC5:W|O 5ozUثWb]h7; PM0NZdb9!)$#|ϛig|nׄ6_a`HHaQ=%Jyf?K>/5{xkJLjVW!~Fga<~>o|1@u|M[ˉs'~Fp<2>n~3Sfeޟi-K_b'_1GjNFQxXg子jvX![.X| ŐN=oȺt>^Qd5Y5;BGJFAl'MdI%<<{mC]_Hof PKH?gxmAsg7NZ[MC vfןwVn69w|񰪸*hA 8;4l%- ̸E\t-n]v*ND@zeR7ӯ~2L.5֕S0ݗ2 x<>(bkΊ]aiVظkH>r'E/&K׍r>k?)6;䈟QIߕkvXBlKuQmn%XU]]@~Qi{{i O0gvUتA'*@{Tltq7⽥?B<7.g3:ʛӦp~f$/~j<}V_JPŐg,y1+t7CzE+Rӏ4V!Z4\"b i.%ͦۻI s#RD`wNZVi`qB@O%|qs_v]sBف v=2imo.3J4摂qܤebǐqT,5V_&~pͨiz QPK>on8 l#v#("7 Z ]^C1K2kR]#f_HK]9zfTѵ~ɋ\u9Ԡ/k2M.]v*8LD'HU(!.2:e[+1r@k" siHu `ChȀGf9pFG"r9Fnx9`n*u; /Pӯui+*̆7r$ȇ&2a %3=hӊ$Grܷ3SnFvd(r?`yeA̛SZ6A*^y\F ,,I#Jr40;G].#B.A}//zc}i J;Jl}N:xȏx?ffe-X6ygDK`ʒy H˷l{3) UG~<{>hnTɛ|ʈtcE,]v*UثWb)2UYJ1Ls?V`Ԣ8evX'ZfxYWU=x}^٭GI@S=T\AљLxK{E⇍q`HwΈ5koͧ[jT6h0Faf'Ȋw1F澗kmʩ=F AYj*K^lm.汞y$#X#z.:yN@HsHF$|Myegk/}$i(W^(٠^1dF$B峴])28ءثWb]v*Uثu$Mz9Ȑ %eLaT4e 3QE`c!( O% +M[ŒǧH& FT'.shpxr5˗u(NS7e)'lƓvgqE.n/ u=LI:_4=!rtb>|=3z9,hn^WICdPWm^60jCo=7|K7y6S[d3Iu &,&SKn㽰m.DmqdU?I`yS0{S1xC^ߩ:ٿ/|rip!O AxӮiuUϧrq[s$#f 3[H1P5IβM/d*y7ثWb]v*UثWb[e9gHey'‘zj OF { /snjCU_?$;܏O?S`̜89:^i htcJ%LILEach$"GuVv* 'f6C@i`s@-|yv;-*Hw_Qs dQRlq\l+΢!.E&#9LÒIN##!nHB$ E9h.$JS\h 9xF.lrަ~*Ɛ ST,$*F2rbN<p '%tz'&>3mYmφVfCJ-GnG}[?X\Mɉ)NLIǖ8/؄`\!96] x] ljצFG[ pZDK8c R=!qN ?Hvl"<ᔸIcqChIhf45&f]櫱1<]}?pьYUVƿ5!L`1 |*u*Œ  d}.CTN }xF&cgFoJSW*WFc`.;^Kφ]6҉`P]Su&첬zO~a\Zp sP9EOQfalvogCRxxeyAfsW`JsOY ZO[ݑL=y7<K )` NHM[qC1_ʆ! J0q6 eEDE@yTt9PDFXÌޅ0x-6Y0FiT^ d\zOthK=~UX5Y`vL3 ڂU9"XIQSһ˴{s.rC&j1^M&ѬͻB !LKp1ˌКUw8H;nrFc)7gGS)q GF緱aJz(XFMPa#!^ey[E%1(?SڃSU"hvzqF\#w]miVgcv{SMFHʋ=/ci3⁑%>X"tZo^ٗdF· sO5i-N\#w0C' OzSgvFh%jr>ms vOfLIyml۩A'IvL&\4KD=o#sx0)s^}苍9b"să=CU"۹ڞ DI;lt-"I!-$1nnQ).#P's[L} [.A1iB T_5Bi֣3Jza_.hH'z{US3}~-(ЯRXο'7DFW[kF3s;1^O,ڸq闘&_J8+O1tQ6KSN$C FhKQ[FC`E,؊EsP;~g(\lkOI3^Lع63pƠoQ9y',~sb@fW+=`bq$s=ø䏤#4YL&Cf$U~f%jE;Vhp4V##TWo rg"(D@j@Ē?ֿ31~cX?;_L/"uv,~J?14Qܗ5c;^}SI#2}$Tey}ykЏx|Jth[c s3U*.=P'A?$lMwUWUK5#}2O|.L;g$c)uAI,9V.ԜȌ@N\#)%0MruDcG qޞ#1N$ݻ{C8 bhV!o"gf"@nOKӧ&}=oL SYikdQ7u_U=P#:Ë&ɪ:=ʶŬ> ӕvnh~Qn*lE<8x\o0( g0tb9U (Rj{vyG "4k8:ISƣlQ(p7q9q/>H:gP#1J([U`(n\3{ؖW=5 $Q|*u;S2bu..(mw1 8T^)KD$c4"#Z'0$W.U]=gN3{ދ]v")>wh?,Es"1\6lsGܘvƅNFc~N7vyL8Lc}pkW Iy}TOKѧWަ5)܄:Bwv9/p;[ 2+m^^zEZň@PivML[w+\AH(9v;sR7O۹qb2F+҅ JO XA C7*Rέ-  XNWL#ԹZ۞a\1U՟qeUJ Briefing

Uebersicht ueber saemtliche Moeglichkeiten in der Mission.

CIVS:
- die Regeln befolgen
- den Aufforderungen der Cops folge leisten
- rechts an Strassenrand fahren und stoppen wenn Cops mit Sirene kommen

COPS:
- Civs erst warnen, bevor Massnahmen ergriffen werden
- Gerecht handeln
- Sirene und Stunguns nicht zum Spass einsetzen


Sahrani-Life:Reloaded 1.01 by The Sahrani-Life Community
(SL:R CHANGELOG) - Die wichtigsten Aenderungen zum normalen SL

Intro zu SL:R

Nach dem Issetea die fast 500Mann starke SL UR-Community enttaeuscht, verraten und gar versucht zu hacken hat(Arma-Rpg.com, ehemals Sahrani-Life.com), die den SL-Hype ueberhaupt erst ermoeglichte mit Servern und kostenlosem Forum, entschied sich die Community, finaler weise die Zuegel in die Hand zu nehmen und die Version nach ihren Wuenschen zu modifizieren - zum wohle aller RPG-Gamer!

Wenn ihr diese Mission auf dem Arma-RPG und XR-Servern spielt, akzeptiert ihr automatisch die Server-Regeln unter den folgenden Links:
Arma-RPG Server-Rules
XR Server*Rules
Die Server Rules koennen auch auf www.arma-rpg.com gefunden werden, im linken oberen Infocenter.

Und nun zur Rollenverteilung:

Zivilist:
Als Zivilist (oder einfach Civ) musst du dich an die Regeln halten, die von den Cops und dem Brgermeister gestellt werden. Du kannst diese zwar brechen, aber dann musst du davon ausgehen bestraft zu werden. Dies kann von moneystrafen bis zu Gefaengnisstrafen und im extrem-fall zum Tod fuehren. Daher solltest du dich an die Regeln halten und bei Verstoss kooperativ verhalten.

Polizist:
Als Polizist (oder einfach Cop) musst du dafuer sorgen, dass alle Spieler sich an die von euch aufgestellten Regeln halten und bei Verstoss entsprechend bestraft werden. Doch bedenke eines: Waffengewalt sollte nur als letzte Loesung in betracht gezogen werden und auf jedem Fall gewarnt werden. Eine Ausnahme besteht darin, sich zu Verteidigen, dann darf ohne wenn und aber zurueckgeschossen werden. Auch die Stun-Gun soll nur in Notfaellen eingesetzt werden, da es selbst hier zu Verletzungen oder Tod kommen kann. Mehr dazu hier


Eine Kurzform der Regeln und eine Ausfuehrliche Gameinfo kann unter den Notizen eingesehen werden.


Credits




End





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uebersicht

Eine uebersicht ueber alle Funktionen.
- Restaurants
- Lizenzen
- Waffen
- Fahrzeuge
- money beschaffen
- Sonstiges
- Inventar



changelog

Breaking News

##############################
Changelog Sahrani-Life:Reloaded 1.0:
##############################

- Added Addons: RH_M4-M16 Pack, RH_Pistols, RH_AKs, General_NS MP5 Aimpoint Pack, Piper Warrior, Cessna187, Autogyro, Vilas-Police, Vilas-Vehicles, skoda felicia, dodge viper, lada-pack, AluetteII, Aluette III
- Removed female civs models
- Moved Civs to real civillian side, rather than on the Guerillia side
- Renamed civs description into Citizen
- Changed(Raised) License Prices of Handgun and Rifle
- Changed Prices of Guns
- Raised Startmoney to 10.000$
- Added Weapons to Terror-Shop (Kalashnikov's, Tec9, UZI)
- Taxi-bug fixed (Civs wont run away anymore)
- Rob-bank-twice Exploit fixed
- Hunger-Bug fixed
- New Cop default Load-out (Stungun + 8 Shots)
- Renamed Makarov-SD to Stungun
- Added new License-type: SMG (SubMachineGun)
- Added new Shop: SubMachineGun
- Added and moved Police to new Police base
- Reduced size of prohibited area around copbase, so civs can actually move to the door of cop-base(for example to pick up their saved/collected car) but not further.
- Added third despawn-free zone in new cop base
- Moved crop-harvest zone and crop-sell zone because of near to new cop base
- Moved some factories, license-shops and worker-shops
- Added ATC's,Bambam's Bagango-Airport (both big hangars are despawn-free zones, so you can store there your vehicles forever)
- Added Sports Airvehicle shop at Bagango Airport
- Replaced Fuel-Station flag with real building and added fuel-station shop with medikit, repair-kits, handy, fuelcan, donuts and fish
- Added generic civ-shop at city-hall , buyable is fish, handy, donut and medikit
- Added Training/License shop in cop base.
- Changed Cop System. Cops need now appropriate trainings to buy, drive and carry items, weapons, vehicles.
-New Trainings are: Patrol Officer, Criminal Response Officer, Air Support Officer and SWAT-Officer
- Split Cop (item and weapons)-shop into four separate shops:
- One generic shop without license needed for the Cop without any license (selling medikit, binoculars, stungun+ammo)
- One shop for the Patrol officers, selling All kind of pistols, lock-picks, repair-kits, signs, roadcones, ammobags, smoke grenade, NVgoggles, etc.
- One shop for the Criminal Response Officer, selling SMGs (MP5, etc)
- One shop for the SWAT-Officers, selling all kind of Assault and Sniper Rifles, plus Explosives, Mines, Handgrenades.
- Split Cop Vehicle Shop into 3 separate shops:
- One shop for basic vehicles (no license needed) like Skodas and Police-Car
- One shop for heavy vehicles (various licenses needed) like Hummvee-MG, Pickups, etc.
- One shop for Air-Vehicles (Air support officer training required), selling all kinds of choppers, even heavy armed ones
- Cops can now also buy Weapons and Vehicles at Civillian Shops (if they have the appropriate training + license for it)
- Re-added the 3 cool Pickups (Hilux in silver, gold and covered) to the appropriate shops (cop-heavy-vehicles and pickupshop)
- Fixed bug with Landrover-Jeeps only needed normal car-license - now it needs pickup license again
- Raised prices for car, pickup and truck license a little bit
- Raised max. placeable cop objects to 30
- Added basic Bagango Shooting Range with integrated Ammo Shop
- Changed interest rate to 5percent but made the duration from 5minutes to 11,5 minutes
(Changelog after beta2):
- Lowered all prices for factory's tremendously... new prices (Weaponfactory: 70.000$, Vehiclefactory: 50.000$, Itemfactory: 30.000$, Ressource-Factory: 25.000$, Terror-Factory: 60.000$)
- Doubled the size of the prohibited area for cops on terror-island. This makes it way hard for cops to camp the terrorisland
- Added right ammo-box for terrorshop-buy and merged two shops in one
- Raised Price for Viper to 95.000$ (without tax)
- Raised Price for certain SMG-Magazines
- Raised the despawn-area around the northern hangar on bagango airport. Now it should be possible to use the small parking lot next to it as well
- Added Airvehicle Factory at Bagango Airport (Price 60.000$). It produces all kind of airvehicles
- Removed Airvehicles from Vehicle-Factory
- Moved Air-license to Bagango Airport[
Changelog Beta5:
- Default-Loadout is now Shotgun with beanbags (non-lethal)
- Reworked the Rifle-Range a bit
- Other minor changes
Changelog Beta6: - Added Shotgun ammo also to Rifle-Range
- Removed Sniper Shop (it was empty anyway)
- Added new version of FFS-Felicia Cars (now also with Police and Taxi - please update your pack before connecting)
- Added Trueview now as default, as its easier to maneuver especially in cars with 3Rd person on
- Beanbag Shotgun-Ammo doesn't delete your magazine after each shot.
- Renamed Stungun back to Makarov-SD and removed it from Probators (generic) copshop
- Other minor changes
Changelog Beta7/Release-Candiadate1 (RC1):
- Added Lethal Beretta 92FS to default loadout for cops with 3 mags
- Renamed Glock 18 to Glock 18c in shops
- Changed Intro for Cops
- Reworked the The Airport a little bit
- Removed the Invasion entirely
- Minor changes in shops
- Minor other changes
Changelog Release-Candidate2 (RC2) and synchronize the final version:
- Major Addon Rework (retextured, config-reworks,signed, errors fixed, and many more....)
- Civs can now buy Semi-Automatic Assault Rifles which were added by me (Bushmaster M4's, Colt AR-15 Sporter Il and II, Semi-AKs)
- Raised prohibited area around cop-base for civs
- Moved Flags in cop base a bit behind the saving hangar
- Made weather much much better (60/40 chance of good weather now, rather than the typo caused 90/10 for bad one)
- Made weather-phase duration much longer. In certain cases its now 45 minutes per phase
- Added highlights for current mission in intro
- Raised prices for Drugs per Kilo and added less-quality Coke
- Raised percentage you loose at bank-rob from 7 to 10 percent
- Raised the amount of default-bounty on the head of the bank-robber from 5000 to 25000
- Added Zombies to the former Gang-Area, and replaced the Gang area with a Contaminated Zone
- Added Zombie caused virus-infection Antidote in a special antidote shop
- Lowered Price for Car-License to 4000 dollar so civs can afford a car and license at start again
- Added some more taxi-mission guest-locations/destinations
- Other minor changes

Changelog Version 1.01

- Chinook removed as it was buggy and ressource consuming like hell
- Swat Training now 120K
- Response Officer Training now 55K
- Added M24 Sniper Rifle to SWAT shop
- Added M240 MG to SWAT shop
- Replaced Strela in SWAT Shop with Stinger
- Fixed a gigantic SL-bug which made people multi-millionires within seconds by selling certain items and weapons
- Bug wtih Yellow Flares Fixed
- Added Bombs and remote to Terror-island but made prices really high enough
- Added RPG7 and Ammo to terroshop
- Added PK and Ammo to Terroshop
- Added Strela to Terrorshop
- Fixed Scriptbug at Pita Airport
- Fixed bug with items and their needed licenses. Now you really need the appropriate License to buy certain items like Lockpicks, Spawnable objects like signs and such.
- Added now a counter which shows you how many magazines you have to sell at selling in a shop
- Prices for Medium and Heavy Anti-Terror Choppers raised significantly
- Moved Airvehicle-Cop Flag next to Light Policevehicle Shop, but Airbehicles still spawn a the H
- Zombies will now hopefully continuously respawn, yes still the JIP bug remains until author fixes it
- Added Credits in Briefing
- Default Day-Night time is now 10-08, than 10-02
- Wheater changes so a duration is now only a random number between 0 and 15 minutes
- Many other minor changes in values, prices, descriptions and such


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changelog

Credits goes to

- The creators of Crime-City from OFP-Times
- The creators of Sahrani-Life who adopted this Crime-City to Arma, changed some scripts and added many new ones
- ATC Quicksilver, Danny-The-Dog and Bambam for their awesome work with the Airport,Cop-Base, Jail and Court
- All Addon Makers whos addons we are allowed to use, reskin and rework


- All helper from Sahrani-Life, which were:

Sathor (Beta organizer, Addons)
Hulking Unicorn (Testing, moral support)
mr.g-c (Testing, flag textures, sounds)
Mr. Fox (Russian translation)
Enverex (Testing, Stringtable, Bug report)
Zion, Delta38, Erik (Testing)
Krazi (Testing, briefings)
Jana (Testing)


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Restaurants

Wie alle Menschen, so muessen auch die Sahrani Bewohner essen. Ansonste wuerden sie verhungern. In den vorhandenen Reseraurants, sowie beim Krankenhaus und im Polizei Stuetzpunkt, kann man Fisch und Getreide kaufen. Im Inventar findet man die gekauften Nahrungsmittel und kann sie essen um den Hunger zu stillen.




Lizenzen

Du brauchst Lizenzen, um dir verschiedene Dinge kaufen zu koennen. Hauptsaechlich brauchst du diese fuer Waffen und Vehikel. Diese kosten money und unter Statistiken kann eingesehen werden, welche man schon hat. Die Lizenzen koennen an diesen beiden Flaggen gekauft werden. . Ausserdem gibt es weitere Lizenzen, wie die bountyjaegerlizenz oder das Universitaetsexamen.
Cops haben folgende Lizenzen von Beginn an: "Auto, Pickup, Pistolen, Gewehre, Medic" und muessen andere Lizenzen auch kauflich erwerben.

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Waffen

Waffen sind die Loesung fuer (fast) alles. Dennoch sollte ihr Gebrauch moeglichst selten eine Diskussion beenden. Um trotzdem an welche zu kommen, wird zuerst eine Lizenz benoetigt.

Die Handfeuerwaffen: Marakov oder Marakov SD, mit SD Munnition ergibt eine Stun-Gun. Diese ist eine NICHT toedliche Waffe. Der getroffene bleibt 10 Sekunden ohne Eingabemoeglichkeit am Boden liegen, verliert seine Waffen am Boden und muss danach die Animation "Normal" auswaehlen um wieder aufzustehen. Allerdings sollte mit dieser Waffe nicht aus naechster Naehe oder auf den Kopf gezielt werden. Da es trotzdem zu Verletzungen oder Todesfaellen kommen kann. (Nach Moeglichkeit auf die Beine Zielen, wenn sie unter 5 meter benutzt wird)
Folgende Waffenshops stehen zur Auswahl:

- Handfeuerwaffen
- Gewehre
- Scharfschuetzengewehre
- Schwere Waffen
- Equipment (brauch keine Lizenz)

Handfeuerwaffen und Gewehre koennen mit der Aktion im Animationsmenue; geholstert werden. Ueber das Inventar kann die Waffe erneut in die Hand genommen werden.

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Fahrzeuge

Um sich schnell ueber Sahrani fortzubewegen, ohne den Bus benutzen zu muessen, sollten Fahrzeuge benutzt werden. Es gibt jede Art von Fahrzeugen an den Shops zu kaufen. Fuer Fahrzeuge werden Lizenzen benoetigt.

- Einfache Autos
- Pickups
- Trucks und Jeeps
- Gepanzerte Fahrzeuge
- Boote
- Flugzeuge und Hubschrauber

Fahrzeuge werden mit Schluesseln abgeschlossen. Dies geschieht ueber das Inventar, indem man den Schluesselbund benutzt und im anschliessenden Menue das Fahrzeug auswaehlt. Cops koennen im VehilceMenue ueberpruefen wer der Kaeufer eines Autos ist

Am Shop fuer gepanzerte Fahrzeuge befindet sich eine Garage, an der die Fahrzeuge mit einem Geschwindigkeitsupgrade aufgeruestet werden koennen.

An der Tankstelle koennen die Fahrzeuge auerdem zu einem entsprechenden Preis verkaufen.

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money beschaffen

Ohne money geht nichts. Es gibt verschiedene legale, illegale und automatische moneybeschaffungsmethoden, welch hier aufgelistet sind:

Automatische:
- Paychecks (alle 3 Minuten)
- Zinsen auf der Bank

Legale:
- Workplaces
- Hideouts
- Lotto spielen
- Arbeiter
- Shops kaufen

Illegale:
- Drogenhandel
- Bank ausrauben
- Strassenrennen

Cops haben lediglich durch die Paychecks und Delivery-Missionen die Moeglichkeit, money zu verdienen.

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Lotto spielen

Am Civhospital gibt es eine Flagge, an der Lotto gespielt werden kann. Die unterschiedlichen Werte der Tickets geben nur den moeglichen Gewinn, nicht die Gewinnwahrscheinlichkeit wieder.

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Shops kaufen

Auf der Karte existieren shops, welche gekauft werden koennen. Als Anteilshaber bekommt man so zu jedem Paycheck einen Anteil am Gewinn, und somit mehr money.

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Paychecks

Alle 3 Minuten bekommen Civs eine Art Arbeitslosenmoney, Cops bekommen 2500$. Civs koennen diesen Betrag jedoch durch Zinsen, Workplaces und Hideouts in die Hoehe treiben.

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Bank

Auf der Bank koennen die Spieler money einzahlen, um dieses ueber ihren Tod hinaus dort zu lagern. Es koennen aber auch Betraege auf die Konten anderer Spieler ueberwiesen werden. Ausserdem gibt es zu jedem Paycheck 5% Zinsen auf das eigene Konto. Bankautomaten befinden sich ausserdem in den groessten orten. Im Norden von Bagango (Rathaus) befindet sich die Hauptbank, welche die Civs ausrauben koennen.

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Workplaces

An den Workplaces kann zusaetzliches money verdient werden, wenn der Spieler sich beim Paycheck dort aufhaelt. Dieser Betrag kann durch folgende moeglichkeiten erhoeht werden:

- Universitaetsausbildung
- Workplaces kaufen.

An jedem Workplace kann ausserdem eine Liefermission angenommen werden, bei der man money verdienen kann. Die erhaltenen Gegenstaende muss man zu dem genannten Lieferpunkt bringen.

Die Workplaces befinden sich hier, hier und hier.
Workplace1 bietet zusaetzlich noch eine Such-Mission an, in der man Objekt zu finden ist, welches sich irgendwo im Workplacewald befindet.
Illegal: Der zweite Workplace kauft Waffen.
Der dritte Workplace stellt eine Fischer-Mission zur Verfuegung, in der man mit seinem eigenen Boot auf dem Wasser Fische fangen kann, die an der Workplace Flagge verkauft werden koennen.

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Hideouts

Hideouts koennen am Rathaus gekauft werden und schliesslich irgendwo auf der Karte gebaut werden, lediglich in den Staedten ist dies verboten. Hideouts liefern zu jedem Paycheck money und koennen mit folgenden addons ausgestattet werden:

- Moeglichkeit, sich kostenlos zum Hideout zu teleportieren. Die Moeglichkeit, sich zum Hospital zu teleportieren, wird dann entfernt (Nur verfuegbar, wenn die Moeglichkeit des teleportierens in den Missionseinstellungen aktiviert wurde)
- Onlinebanking, um vom Hideout aus Bankgeschaefte zu taetigen
- Heilung, um sich am Hideout heilen zu koennen. - Das Hideout reparieren.

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Arbeiter

Arbeiter koennen an der Haltestelle "Copbasis" gekauft werden. Diese Arbeiter sollten auf einen Arbeitsplatz geschickt werden, wo sie money verdienen. Dieses money kann man jederzeit abholen.

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Drogenhandel

Dorgenhandel ist die lukrativste, aber auch gleichzeitig sehr illegale Methode zur moneygewinnung. Sollte ein Cop dich auf Drogen ueberpruefen und welche finden, werden sie dir abgenommen und du wirst moeglicherweise noch bestraft. Drogen kannst du hier kaufen und, je nach Typ, hier, hier oder hier verkaufen. Die Drogen kannst du natuerlich auch selber benutzen, aber sei dir ueber die folgen bewusst...

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Strassenrennen

Strassenrennen koennen in Pita von minimal 2 Civs gestartet werden. Das kostet 5000$. Sie fahren die Strecke von Pita quer ueber die Nordinsel hierhin. Der Sieger kriegt alles, der rest nichts. Fuer das Rennen gelten fast keine Regeln, Fahrzeug, Strecke oder Methode ist egal, man sollte nur nicht sterben. Am Start muss man sich ausserdem im markierten Bereich befinden. Interressenten koennen sich das Rennen an der Flagge angucken.

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Terroristen

Hier befindet sich ein Terroristenlager, in welchem die Civs den Terroristen fuer 10.000$ beitreten koennen. Hier koennen sie Waffen und Fahrzeuge kaufen ohne Lizenze zu benoetigen. Ein gekaperter WaffenKonvoy muss hierhin gebracht werden, um den kostenlosen Waffenvorrat zu erhoehen.

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Sonstiges

Es gibt noch weitere Funktionen, welche hier erlaeutert werden

- Marker
- Gefaengnis
- Nur Cops: Auf (un)wanted setzen
- Civmenu
- Schiessstand
- Waffenkonvoy
- Terroristen
- bountyjagt
- Oeffentlicher Personennahverkehr
- Bomben
- Rathaus
- Tankstelle
- Kamerasysteme
- Animationen
- Wetter und Zeit
- Der Tod
- Verbotene Gebiete
- Fabriken
- Kofferraum
- Buergermeister
- Hauptmenue

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Hauptmenue

Mit dem Radiobefehl 0-0-1 kann das Hauptmenue aufgerufen werden. In ihm koennen grundlegende Spieleinstellungen, wie z.B. die Grafik veraendert werden. Auerdem gibt es dort weitere Informationen.

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Kofferraum

Jedes Vehikel hat einen Kofferraum, in dem Items deponiert werden koennen. Cops koennen diesen durchsuchen.

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Buergermeister

Am Rathaus kann der Buergermeister gewaehlt werden. Nach einer Stunde spielzeit wird derjenige Buergermeister, der die meisten stimmen hat, und kann z.B. steuern aendern, welche er mit jedem Paycheck bekommt.

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Fabriken

In den 4 Fabriken koennen Gegenstaende, Fahrzeuge und Waffen hergestellt werden. Dazu werden ressourcen benoetigt, welche auf der ganzen Karte gefunden oder Hergestellt werden koennen. Um Items an ihren Orten zu finden, musst du moeglichst oft die Aktion benutzen.

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Animationen

Ueber das Aktionsmenue kann ein Animationsmenue aufgerufen werden, um Animationen ausfuehren zu koennen. Dies sind sinnvolle, wie das "ergeben", aber manche dienen auch nur dem Spass.

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Kamerasysteme

Fuer die Cops existieren in der Copbasis, in den Autos und im MH6 Kamerasysteme, mit denen sie die Civs beobachten koennen. Mit der Civcam koennen sie gegen Entmoney einen Civ fuer eine ausgewaehlte Zeit beobachten, die Jailcam ist kostenlos und zeigt kurz das Gefaengnis.

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Der Tod

Sollte es irgendwann einmal soweit kommen, gilt folgendes:

-Das komplette Inventar wird geleert (ausnahme sind Logikobjekte wie das Hideout, Schluessel bleiben ebenfalls erhalten).
-Man wird im Civhospital bzw. der Copbasis wieder belebt.
-Civs sind nicht mehr wanted, bounty ist nicht mehr ausgesetzt.
-Das money auf der Bank bleibt erhalten.
-Arbeiter werden entfernt.
-Waffen werden entfernt, andere Spieler koennen diese nicht aufnehmen
-Hideout bleibt erhalten
-Die Markeraktuallisierung wird auf standard zurueckgesetzt.
- Civs: Je laenger man lebt, desto weniger Respawnzeit, allerdings wird bei jedem Tod die Zeit laenger.
- Cops: Je laenger man lebt, desto weniger Respawnzeit, allerdings wird bei jedem Kill die Zeit laenger.


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Verbotene Gebiete

Es gibt Gegenden, in denen sich alle Spieler nicht aufhalten duerfen. Dies sind z.B. Logikgebiete, wo die Tecknik der Mission abgearbeitet wird. Fuer die Spieler gibt es aber auch besondere Verbotszonen, so duerfen die Civs nicht in die Copbasis, und die Cops nicht in das Terroristencamp. Wird es dennoch betreten, werden die Spieler zu ihrer Heimatbasis (Civhospital/Copbasis) teleportiert.

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Wetter und Zeit

-Wetter:
Das Wetter aendert sich unregelmaessig. Eine Wetteraenderung wird ueber eine Nachricht angekuendigt, auerdem kann der aktuelle Wetterbericht im Civhospital eingesehen werden.

-Zeit:
Die Zeit springt nach der im Missionsmenue eingestellten Minuten um eine Stunde, je nach dem ob es Tag oder Nacht ist.

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Tankstelle

An der Tankstelle koennen Fahrzeuge aufgetankt und verkauft werden. Auerdem koennen hier Kanister und Reparaturkits gekauft werden, um unterwegs nicht liegen zu bleiben.

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Civs auf (un)wanted setzen

In der Copbasis und in jedem Copcar koennen Cops die Civs auf wanted setzen, wenn sie meinen, dass dieser ein Verbrechen begangen hat, bzw. ihn auf unwanted setzen, wenn er zu unrecht gesucht wird.

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Rathaus

Am Rathaus koennen Hideouts gekauft werden. Ausserdem befindet sich hinter dem Rathaus die Bank.

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Marker

Alle Civs werden durch Marker gekennzeichnet, welche sich nach 5 Sekunden auf die aktuelle Position aktualliesieren. Cops sehen ausserdem intern die Marker anderer Cops. Rote Civmarker bedeuten, dass diese gerade gesucht sind.

Terroristen haben auerdem die moeglichkeit, sich einen Stoersender in ihrem Camp zu kaufen, um ihre Marker zeitweise zu deaktivieren.

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Gefaengnis

Wenn ein Verbrechen begangen wurde, koennen Cops die Civs mithilfe des Civmenus auf die Gefaengnisinsel schicken. Dort muessen sie absitzen, bis die Zeit abgelaufen ist oder sie fruehzeitig entlassen worden sind, indem sie Loesemoney gezahlt haben und die Cops dies akzeptiert haben. Cops koennen die Civs dann in ihrer Basis befreien. Zwar koennen Civs ausbrechen, sind dann aber gesucht!

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Civmenu

Wenn sich Cops in der naehe eines Civ befinden, koennen Cops ein Civmenu des entsprechenden Civs aufrufen, um verschiedene Aktionen auszufuehren, wie zum Beispiel entwaffnen, nach Drogen suchen oder den entsprechenden Civ heilen, sowie ihm einen Strafzettel zu geben (Ticket). Fuer Verhaften und Ticket geben befindet sich dort ein Schieberegler, mit dem die Laenge bzw. die Hoehe angegeben werden kann.

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Schiessstand

Hier koennen die Spieler ihre Zielkuenste unter Beweis stellen. Am ende der 30 Sekunden gibt es eine Auswertung mit dem entsprechendem Preismoney.

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Waffenkonvoy

Noerdlich von Carmen startet regelmaessig ein Waffenkonvoy, um Waffen zur Polizeibasis zu bringen. Sollte er da ankommen, werden die dortigen Munitionskisten aufgefuellt. Terroristen koennen diesen Truck aber entfuehren, um die eigene Munitionskiste in der Basis aufzufuellen. Dazu muss der Truck zum Auenposten noerdlich von Pita gebracht werden. Cops muessen dies umbedingt verhindern. Sollte der KI-Fahrer tot sein, muss ein Cop den Truck in die Basis bringen.

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bountyjagt

Cops koennen in ihrer Basis und in ihren Autos ein bounty auf Civs aussetzen, welches sie aus eigener Tasche bezahlen muessen. Civs koennen sich dann in Petrovice eine Lizenz kaufen, um an der Jagt teilzunehmen. Derjenige, der den Gesuchten toetet, kriegt das money, dass der Cop auf ihn gesetzt hat. Sollte er ohne Lizenz getoetet werden, gibt es kein money. Eine bountylizenz muss nur einmal gekauft werden.

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Oeffentlicher Personennahverkehr

Die zentralen orte der Mission sind durch ein Verkehrsnetz miteinander verbunden. Die einzelnen Linien im ueberblick:

- Linie 1: Bagango-Obregan und zurueck (Bedient durch einen Bus im 12-Minuten-Takt)
- Linie 2: Masbete-Bagango-Mercalillo-Obregan und zurueck (Bedient durch zwei Busse im 15-Minuten-Takt)
- Linie 3: Pita-Masbete-Benoma-Bagango und zurueck (Bedient durch zwei Busse im 15-Minuten-Takt)

Fahrplaene der einzelnen Linien sind an den Haltestelle einsehbar. Sollte ein Fahrzeug zerstoert werden, wird es zur jeweils naechsten Viertel Stunde wieder gespawnt.

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Bomben

In der Garage in Masbete oder im Terroristencamp koennen sich die Civs Bomben kaufen. Bis auf die Slbstmordbombe sind diese sind fuer Vehikel bestimmt.

- Fernzuenderbombe: Diese Bombe wird mit einem Fernzuender zur explosion gebracht.
- Aktivierungsbombe: Diese Bombe geht hoch, wenn der Motor des Fahrzeuges eingeschaltet wird.
- Geschwindigkeitsbombe: Diese Bombe wird aktiviert, wenn das Fahrzeug die eingestellte Geschwindigkeit ueberschreitet. Sobald es diese Unterschreitet, explodiert die Bombe. Der Fairness halber kann aber auch eine Zeit eingestellt werden, wie lange das Fahrzeug diese Geschwindigkeit nicht unterschreiten darf.
- Zeitbombe: Diese Bombe explodiert nach der eingestellten Zeit.

Die Bomben werden im ueber das Inventar in ein Fahrzeug gelegt (Man muss drin sitzen!).

Die Selbstmordbombe benoetigt kein Fahrzeug und duerfte Selbsterklaerend sein...

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Inventar

Das Inventar (aufrufbar ueber das Aktionsmenue) ist ein wichtiges Bestandteil der Mission. Gegenstaende werden in ihm Gespeichert. Dort koennen sie benutzt, uebergeben oder abgelegt werden.

-Das Benutzen:
Ein Medikit zum Beispiel kann benutzt werden, um sich zu heilen. Beim Schluesselbund ist die Sache komplizierter. Um ein Auto abzuschliessen, wird der Schluesselbund benutzt und in der anschliessenden Liste das auf- oder abzuschliessende Fahrzeug asugewaehlt.

-Das Wegwerden:
Wird ein Gegenstand weggeworfen, ist er Restlos entfernt! Nicht alles kann weggeworfen werden, eine entsprechende Fehlermeldung erscheint.

-Das Uebergeben:
Soll ein anderer Spieler einen Gegenstand bekommen, so waehlt man ihn aus, waehlt mit dem Schieberegler die Menge, waehlt den Spieler und uebergibt den Gegenstand. Beim Schluesselbund erscheint erneut das Schluesselmenue, in dem der Schluessel ausgewaehlt werden kann. Nicht alles kann uebergeben werden.

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Denkanstoesse

Aufgrund der gebotenen technischen Moeglichkeiten moechten wir hier einige Dinge nennen, die die Spieler in der Mission unternehmen koennen.

-Waffenhandel: Waffen koennen in Trucks verladen werden und an Spieler verkauft werden, da man ja das money ueber das Inventar direkt weitergeben kann.
-Drogenhandel unter Spielern: Dies ist natuerlich ebenfalls dank des Inventars moeglich.



 Briefing

Обзор прежде всего возможности в миссии

CIVS:
- Строго соблюдайте правила
- Выполняйте полицейские команды
- Когда вы услишете сирены полицейских, прижмитесь в абочены улицы и остановитесь

COPS:
Придерживайтесь правилам: 1. Соблюдение закона, защита граждан и восстановление нарушенных прав (т.е. виновный должен понести наказание).
2. Справедливое наказание. Никто не может нести ответственность за деяния, которые не противоречат закону.
3. Уважение граждан и своих коллег - офицеров полиции. Старайтесь не создовать конфликтные ситуации (включительно общение в чате).


Sahrani-Life:Reloaded 1.01 by The Sahrani-Life Community
(SL:R CHANGELOG) - Наиболее важные изменения в нормальном SL

Введение в SL:R

After Issetea let-down, betrayed and even tried to hack the nearly 500 Man strong Original-Community of SL (Arma-RPG.com, former Sahrani-Life.com), which by the way is responsible for keeping alive the whole hype because we were it, which ran the major server and forums, the original community decided to take the control over the mission, fork it and modify it for the sake of the communities suggestions and for the well of all RPG-Gamers

If you are playing this Mission on the Servers of Arma-RPG.com and XR-Server, you automatically accept these server-rules:
Arma-RPG Server-Rules
XR Server*Rules
The server rules can also be found at Arma-RPG.com in the upper left corner - Info-center

And now to the roles:

Граждани:
Как Граждани (или просто цыв), вы должны соблюдать правила, которые были сделаны со стороны полиции и мэра. Вы можете нарушить их, но тогда вам придется рассчитывать получить наказание. Это может привести от штрафов к различным срокам тюремного заключения, и в крайнем случае смерти, Поэтому вы должны соблюдать те правила и действовать совместно.

Полицейские:
В полиции (или коп), вы должны следить, чтобы все игроки придерживалися правилам, созданные вами и боротся с преступлениями. Но рассмотреть одно: силой оружия, должны рассматриваться только в качестве последнего решения и быть предупрежден в каждом конкретном случае. Исключение состоит в защите, то можно стрелять без предупреждения. Просто используйте оружие в чрезвычайных ситуациях((больше)

Краткую форму правил и подробную информацию игры можно посмотреть в соответствии с примечаниями.


Credits




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Overview

An overview over all functions.
- Рестораны
- Лицензии
- Оружие
- Транспортное средство
- Зарабатывание денег
- Остольное
- Инвентарь



changelog

Breaking News

##############################
Список изменений Sahrani-Life:Reloaded 1.0:
##############################

- Added Addons: RH_M4-M16 Pack, RH_Pistols, RH_AKs, General_NS MP5 Aimpoint Pack, Piper Warrior, Cessna187, Autogyro, Vilas-Police, Vilas-Vehicles, skoda felicia, dodge viper, lada-pack, AluetteII, Aluette III
- Removed female civs models
- Moved Civs to real civillian side, rather than on the Guerillia side
- Renamed civs description into Citizen
- Changed(Raised) License Prices of Handgun and Rifle
- Changed Prices of Guns
- Raised Startmoney to 10.000$
- Added Weapons to Terror-Shop (Kalashnikov's, Tec9, UZI)
- Taxi-bug fixed (Civs wont run away anymore)
- Rob-bank-twice Exploit fixed
- Hunger-Bug fixed
- New Cop default Load-out (Stungun + 8 Shots)
- Renamed Makarov-SD to Stungun
- Added new License-type: SMG (SubMachineGun)
- Added new Shop: SubMachineGun
- Added and moved Police to new Police base
- Reduced size of prohibited area around copbase, so civs can actually move to the door of cop-base(for example to pick up their saved/collected car) but not further.
- Added third despawn-free zone in new cop base
- Moved crop-harvest zone and crop-sell zone because of near to new cop base
- Moved some factories, license-shops and worker-shops
- Added ATC's,Bambam's Bagango-Airport (both big hangars are despawn-free zones, so you can store there your vehicles forever)
- Added Sports Airvehicle shop at Bagango Airport
- Replaced Fuel-Station flag with real building and added fuel-station shop with medikit, repair-kits, handy, fuelcan, donuts and fish
- Added generic civ-shop at city-hall , buyable is fish, handy, donut and medikit
- Added Training/License shop in cop base.
- Changed Cop System. Cops need now appropriate trainings to buy, drive and carry items, weapons, vehicles.
-New Trainings are: Patrol Officer, Criminal Response Officer, Air Support Officer and SWAT-Officer
- Split Cop (item and weapons)-shop into four separate shops:
- One generic shop without license needed for the Cop without any license (selling medikit, binoculars, stungun+ammo)
- One shop for the Patrol officers, selling All kind of pistols, lock-picks, repair-kits, signs, roadcones, ammobags, smoke grenade, NVgoggles, etc.
- One shop for the Criminal Response Officer, selling SMGs (MP5, etc)
- One shop for the SWAT-Officers, selling all kind of Assault and Sniper Rifles, plus Explosives, Mines, Handgrenades.
- Split Cop Vehicle Shop into 3 separate shops:
- One shop for basic vehicles (no license needed) like Skodas and Police-Car
- One shop for heavy vehicles (various licenses needed) like Hummvee-MG, Pickups, etc.
- One shop for Air-Vehicles (Air support officer training required), selling all kinds of choppers, even heavy armed ones
- Cops can now also buy Weapons and Vehicles at Civillian Shops (if they have the appropriate training + license for it)
- Re-added the 3 cool Pickups (Hilux in silver, gold and covered) to the appropriate shops (cop-heavy-vehicles and pickupshop)
- Fixed bug with Landrover-Jeeps only needed normal car-license - now it needs pickup license again
- Raised prices for car, pickup and truck license a little bit
- Raised max. placeable cop objects to 30
- Added basic Bagango Shooting Range with integrated Ammo Shop
- Changed interest rate to 5percent but made the duration from 5minutes to 11,5 minutes
(Changelog after beta2):
- Lowered all prices for factory's tremendously... new prices (Weaponfactory: 70.000$, Vehiclefactory: 50.000$, Itemfactory: 30.000$, Ressource-Factory: 25.000$, Terror-Factory: 60.000$)
- Doubled the size of the prohibited area for cops on terror-island. This makes it way hard for cops to camp the terrorisland
- Added right ammo-box for terrorshop-buy and merged two shops in one
- Raised Price for Viper to 95.000$ (without tax)
- Raised Price for certain SMG-Magazines
- Raised the despawn-area around the northern hangar on bagango airport. Now it should be possible to use the small parking lot next to it as well
- Added Airvehicle Factory at Bagango Airport (Price 60.000$). It produces all kind of airvehicles
- Removed Airvehicles from Vehicle-Factory
- Moved Air-license to Bagango Airport[
Changelog Beta5:
- Default-Loadout is now Shotgun with beanbags (non-lethal)
- Reworked the Rifle-Range a bit
- Other minor changes
Changelog Beta6: - Added Shotgun ammo also to Rifle-Range
- Removed Sniper Shop (it was empty anyway)
- Added new version of FFS-Felicia Cars (now also with Police and Taxi - please update your pack before connecting)
- Added Trueview now as default, as its easier to maneuver especially in cars with 3Rd person on
- Beanbag Shotgun-Ammo doesn't delete your magazine after each shot.
- Renamed Stungun back to Makarov-SD and removed it from Probators (generic) copshop
- Other minor changes
Changelog Beta7/Release-Candiadate1 (RC1):
- Added Lethal Beretta 92FS to default loadout for cops with 3 mags
- Renamed Glock 18 to Glock 18c in shops
- Changed Intro for Cops
- Reworked the The Airport a little bit
- Removed the Invasion entirely
- Minor changes in shops
- Minor other changes
Changelog Release-Candidate2 (RC2) and synchronize the final version:
- Major Addon Rework (retextured, config-reworks,signed, errors fixed, and many more....)
- Civs can now buy Semi-Automatic Assault Rifles which were added by me (Bushmaster M4's, Colt AR-15 Sporter Il and II, Semi-AKs)
- Raised prohibited area around cop-base for civs
- Moved Flags in cop base a bit behind the saving hangar
- Made weather much much better (60/40 chance of good weather now, rather than the typo caused 90/10 for bad one)
- Made weather-phase duration much longer. In certain cases its now 45 minutes per phase
- Added highlights for current mission in intro
- Raised prices for Drugs per Kilo and added less-quality Coke
- Raised percentage you loose at bank-rob from 7 to 10 percent
- Raised the amount of default-bounty on the head of the bank-robber from 5000 to 25000
- Added Zombies to the former Gang-Area, and replaced the Gang area with a Contaminated Zone
- Added Zombie caused virus-infection Antidote in a special antidote shop
- Lowered Price for Car-License to 4000 dollar so civs can afford a car and license at start again
- Added some more taxi-mission guest-locations/destinations
- Other minor changes

- Chinook removed as it was buggy and ressource consuming like hell
- Swat Training now 120K
- Response Officer Training now 55K
- Added M24 Sniper Rifle to SWAT shop
- Added M240 MG to SWAT shop
- Replaced Strela in SWAT Shop with Stinger
- Fixed a gigantic SL-bug which made people multi-millionires within seconds by selling certain items and weapons
- Bug wtih Yellow Flares Fixed
- Added Bombs and remote to Terror-island but made prices really high enough
- Added RPG7 and Ammo to terroshop
- Added PK and Ammo to Terroshop
- Added Strela to Terrorshop
- Fixed Scriptbug at Pita Airport
- Fixed bug with items and their needed licenses. Now you really need the appropriate License to buy certain items like Lockpicks, Spawnable objects like signs and such.
- Added now a counter which shows you how many magazines you have to sell at selling in a shop
- Prices for Medium and Heavy Anti-Terror Choppers raised significantly
- Moved Airvehicle-Cop Flag next to Light Policevehicle Shop, but Airbehicles still spawn a the H
- Zombies will now hopefully continuously respawn, yes still the JIP bug remains until author fixes it
- Added Credits in Briefing
- Default Day-Night time is now 10-08, than 10-02
- Wheater changes so a duration is now only a random number between 0 and 15 minutes
- Many other minor changes in values, prices, descriptions and such


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Список изменений

Credits goes to

- The creators of Crime-City from OFP-Times
- The creators of Sahrani-Life who adopted this Crime-City to Arma, changed some scripts and added many new ones
- ATC Quicksilver, Danny-The-Dog and Bambam for their awesome work with the Airport,Cop-Base, Jail and Court
- All Addon Makers whos addons we are allowed to use, reskin and rework


- All helper from Sahrani-Life, which were:

Sathor (Beta organizer, Addons)
Hulking Unicorn (Testing, moral support)
mr.g-c (Testing, flag textures, sounds)
Mr. Fox (Russian translation)
Enverex (Testing, Stringtable, Bug report)
Zion, Delta38, Erik (Testing)
Krazi (Testing, briefings)
Jana (Testing)


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Рестораны

Как и каждый человек, так и жители Sahrani должны съесть. Иначе вы будуте голодать. Вы можете купить рыбу и другие продукты в ресторанах, в больнице и полицейской базе. Потом вы можете найти их в своем инвенторе. Используйте их, чтобы уменьшить голод.




Лицензия

Вам необходимо купить лицензию на несколько вещей. В основном вам нужно для , Оружия и Траспорта. Она стоит денег, и можно увидеть в статистику, какие из них вы имеете. Лицензии могут быть приобретены в этих двух флагов. Существуют также и другие лицензии, как Охотник за головами или Университет. Коп иметь с начала лицензии: автомобиль, пикап, пистолеты, винтовки, медик. Они должны покупать другиелицензии, если они в них нуждаются.

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Оружие

Оружие - решение для (почти) всего. Однако их использование должно закончить обсуждение редко. Чтобы получить их, вам нужно Лицензия. Когда Вы используете Marakov или Marakov SD, с Боеприпасами SD, у Вас есть Ошелом-оружие. "Не смертоносные" оружие. Лицо ошеломлен в течение 10 секунд, без возможностей. Он теряет свое оружие на месте и нужно выбрать анимацию "нормальными", чтобы встать снова. Не стреляйте меньше 5 метров или цельтесь в ноги. Никогда не направляйте в голову этим пистолетом. В обоих случаях это оружие может вызвать плохие или смертельные раны.
Вы можете выбрать из следующих магазинах:

- Пистолет
- Автоматы
- Снайперки
- Тяжелое оружие
- Снаряжение (не нужна лицензия)

Пистолеты могут быть убрано в кобуру при использовании действия в анимменю. Вы можете достать его при использовании инвентаря.

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Транспортное средство

Чтобы перемещатся без использовании общественого транспорта , вы должны использовать автотранспортные средства. Каждый тип транспортного средства, могут быть приобретены в магазинах, перечисленных ниже. Лицензии необходимы.

- Простые машины
- Пикапы
- Грузовики и джипы
- Бронированные автомобили
- Лодки
- Самолеты и вертолеты

Транспортное средство могут быть закрыты ключами, используя Инвентарь. Выберите ключи, нажмите "использовать", а затем выберите автомобиль. Копы можно использовать для проверки Автоменю владельца автомобиля.

В бронированном автомобильном магазине есть гараж, Вы можете модернизировать скорость своего транспортного средства.

На АЗС вы можете продать свой авто.

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Зарабатывание денег

Без денег ничего не выходит. Существуют различные правовые, незаконной и автоматические сбора средств, методов, которые перечислены здесь:

Автоматические:
- Зарплату (каждые 5 мин)
- Проценты в Банк

Легальные:
- Предприятие
- Укрытие
- Играть в Лотто
- Работа
- Покупка Магазинов

Нелегальные:
- Торговля наркотой
- Грабить Банк
- Уличные гонки

Единственными возможностями для полицейских заработать деньги является Зарплата и Миссии-Предприятие-Доставка.

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Ига в лотто

Возле больниции есть флаг, где Вы можете играть лото. Различные ценности билетов показывают только возможную прибыль.

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Купля магазинов

На карте вы найдете магазины которые можете приобрести. Вы получаете часть прибыли с каждой зарплатой.

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Зарплата

Все каждые 5 минуты цывы получить своего рода пособие по безработице, а Копы 2500 $. цывы могут поднять свой доходов путем Процентов, Предприятий и Укрытия.

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Банк

Игроки могут хранить свои денежные средства в банке. Вы также можете перевести деньги другим игроками. Таким образом, вы получаете 3% годовых с каждой Зарплатой. Вы также можете найти банкоматы во всех больших городах. На севере Bagango, есть основной банк, его цывы могут ограбить.

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Предприятия

На Предприятиях деньги можно заработать, если игрок остается там на некоторое время. Эта сумма может быть увеличена на следующие возможности:

- Университетом
- Куплей Предприятий.

На каждом рабочем месте можно получить доставки работы. Вы должны принести полученных статей в момент доставки упоминалось, чтобы получить деньги.

Предприятия это, это и это.
Миссия поиска на Предприятие1 отправит вас на лес-предприятия с целью поиска скрытых объектов
Нелегальное: На втором предприятие покупка оружия.
Третье предприятие предлагает рыболовные миссии, где можно собирать рыбу во время плавания на воде в лодке.

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Укрытие

Убежище может быть приобретено в Мэрии и будьте строить где-нибудь на карте, кроме в городах. Укрытия поставляют каждым деньгам Зарплаты и могут быть оборудованы следующими объгрейдами:

- Возможность телепорта установлено в вашем укрытии. Возможность телепортировать себе в больницу (Если эта возможность включена в миссии)
- Интернет-банка для использования Банком в вашем убежище
- Лечение, чтобы исцелить себя в вашем убежище.

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Рабочие

Рабочего можно купить на автобусной остановке "Копбаза". Эти рабочие должны быть направлены на Предприятия, где они зарабатывают деньги. Вы можете получить эти деньги в любое время.

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Торговля наркотиками

Наркоторговля является самым прибыльным, но и большинство незаконных способов заработать деньги. Если Копы найдет наркотики с вами, они будут удалены, и Вы можете получить наказание. Вы можете купить наркотики здесь и продавать их, в зависимости от типа, здесь, здесь или здесь. Вы можете также использовать препараты сами, но минздрав предупреждает...

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Уличные гонки

Уличные гонки могут быть начата в Pitaпо крайней мере два Civs. Он стоит 5000 $. Вы едите через остров к цели здесь. Победитель получит все деньги, другие ничто. Нет никаких правил, Вы только не должны умереть. В начале Вы должны быть в отмеченной области.

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Террорист

Террористический лагерь:Civ может стать террористом, платя 10,000$. Террористы в состоянии купить транспортные средства и оружие в лагере без Лицензий. Угнанный Конвой нужен, чтобы получить халявное оружием.

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Остольное

Некоторые другие функции, идущие с миссией

- Маркер
- Тюрьма
- Cops only: Civs розыск/безрозыска
- Civменю
- Стрельбище
- Конвой оружия
- Терористы
- Охотник за головами
- общественный транспорт
- Бомбы
- Мэрия
- АЗС
- Системы камер
- Анимация
- Погода и время
- Смерть

- запрещенные области
- Фабрики
- багажник
- Мэр
- Меню

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Меню

Использовав Радио команды 0-0-1, вы можете открыть Меню. Там вы можете изменить различные вещи, как графика. Так Есть дополнительная информация и другие материалы.

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Багажник

Каждое транспортное средство имеет багажник, когда игрок, которому принадлежит данное транспортное средство может использовать его чтобы складывать в него вещи из инвентаря. Копы могут проверить багажник.

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Мэр

В Мэрии, каждый игрок может голосовать за Мера. После каждого часа игры, тот, кто имеет наибольшее число голосов, будут избран. Теперь он может изменять налоги, с которых он получает зарплату.

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Фабрики

На 4 фабриках можно производить предметы, транспортные средства и оружие. Вам нужны ресурсы для этого, которые вы можете найти на карте или изготовления их. Для сбора предметов на их месте, вам придется использовать меню как можно чаще.

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Анимация

В анимации действий в вашем меню откроет список воспроизведения анимации. Некоторые из них могут быть использованы только без/с оружием в руках.

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Камера

Копы разрешается использовать специальные системы камер, которая позволяет им наблюдать за цыв и тюрьмой. Наблюдая за цыв не является бесплатным. Камеры имеются на копбазе и в каждом Копавто и MH6.

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Смерть

Следующие вещи случатся с Вами, если Вы умрете:

- инвентарь будет пуст (за исключением Укрытия, контрольно-пропускного Пункта и Ключей).
- цывам приходятся ждать дополнительным 25 секунд для каждой из их смертей
- Вы будете телепортированы в цыв/коп больницы
- С цыва снимается розыск, награда также снимается
- Деньги остаются только те которые были в банке
- Теряете всех рабочих.
- Оружие будет удалено (Другие игроки не могут забрать их)
- Укрытие останутся
- Marker Refresh will be back to 5secs
- цывы: Чем дольше вы живете, тем меньше вы Воскрешаетесь. Но с каждой смертью время будет увеличено.
- Копы: Чем дольше вы живете, тем меньше вы Воскрешаетесь. Но с каждым убийством, время будет уменьшена.


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запрещенные области

Есть несколько специальных областей игрок не может пойти (специальный район для игры логиках). Полицейские немогут двигаться в район террористов и civs немогут попасть на копбазу. Игрок будет перемещен в цыв/Коп больницу после поподания в закрытую такой область.

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Погода и время

-Погода:
Погода изменяется в произвольном порядке. Это изменение будет отображено в сообщении и могут быть просмотрены в больнице цывов CIV.

-Время:
Время идет в зависимости как настроено в миссии установки (до брифинга).

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АЗС

АЗС: Транспортные средства могут быть заправляли или проданы. Кроме того, игрок имеет возможность купить канистры и Ремкомплекты.

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Как сделать/снять у цыва розыск

Копы способны установить цыв розыск или снять розыск, расположенных в их основе или с помощью меню в копавто и MH6. Это полезно в том случае, если игрок совершил преступление, не обнаружил в скриптах.

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Мэрия

В Мэрии Игрок может купить убежище (которая состоит из палатки, ящика патронов, флаг для аддонов и факультативного небольшого 'Гаража').

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Маркер

Все цывы обозначены на карте. Маркер показывается каждые 5 секунд. Копы можем включить Коп-маркеры для того, чтобы увидеть других полицейских на карте (соответствующий флаг находится в копбазе). Красные маркеры указывают на то, что Цыв в настоящее время разыскивается полицией за совершение преступлений.

Террористы имеют возможность отключать их маркера, используя устройства, они могут купить в их лагере.

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Тюрьма

После кто-то совершил преступление, полицейские имеют право арестовать их использовав цывменю. Тюрьма находится здесь. Арестованный Цыв в состоянии заплатить залог или подождать, пока он не освобожден автоматически. Копы способныосвободить их использовав флаг расположеного в копбазе. Если арестованное лицо совершает побег из тюрьмы он будет установлен в розыске

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Цывменю

Коп может открыть "Цывменю", с тем чтобы разоружить, исцелить, ареста или для поиска наркотиков. Коп также может выписать штраф цыв. Ползунок определяет количество времени и денег в зависимости от выбранного действия.

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Тир

Тир: Тренируй свои навыки и быть вознаграждены деньгами!

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Конвой

Конвой появляется у Питы. Если он достигает Копбазы оружейные ящики будут наполнены новым оружием. Террористы Террористы могут украсть грузовик в целях доставки его в логово террористов и получить оружие. Копы должны недопустить этого. В случае смерти водителя полиция доложна сама доставить грузовик сами.

Назад




Охотник за головами

Копы могут установить премия за цыв (Коп должен заплатить за него). Цывам можно купить лицензию, с тем чтобы принять в этом участие. Киллер будут вознаграждены деньгами (лицензию необходимо).

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Общественый транспорт

Important positions are connected with public transport.

- Line 1: Bagango-Obregan and back (1 bus, every 12 Minutes)
- Line 2: Masbete-Bagango-Mercalillo-Obregan and back (2 busses, every 15 Minutes)
- Line 3: Pita-Masbete-Benoma-Bagango and back (2 busses, every 15 Minutes))
You can see the detailed information at the bus stations. Destroyed vehicles will respawn after 15 minutes.

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Бомбы

Цывы имеют возможность приобрести некоторые бомбы в гараже в Masbete или террористов в лагере. Все бомбы, за исключением пояса Шахида может использоваться только внутри машин.

- Дистанционая бомба: Это бомба взорвется после того как будет использован пульт дистанционного управления.
- Бомба на активацию: Это будет бомба взорвется, когда кто-то включит двигатель транспортного средства
- Бомба на скорость: Эта бомба будет активирована, если транспортное средство едет быстрее, чем в выбранной скорости. Если транспортное средство поедет слишком медленно она взорвется. Бомба будет отключена сама по истечении определенного времени.
- Бомба на время: Эта бомба взрывается через определенное времени.

Все эти бомбы могут быть размещены внутри транспортного средства, с помощью инвентаря (Вы должны сидеть внутри автомобиля).

Пояс шахида может быть использована для убийства себя и всех кто находится слишком близко к вам.

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Инвентарь

Инвентарь является очень важным компонентом в мисии. Все вещи будут сохранены в нем. Вы можете использовать, передавать и удалять вещи в списке.

-Использование:
Пример: Вы можете использовать аптечку, чтобы исцелить себя. Для того, чтобы закрыть один из ваших автомобилей, вам придется использовать ключи и выбрать автомобиль, который Вы хотите закрыть из списка.

-Удалить вещь:
После удаления одного из ваших вещей Вы не можете получить их обратно! .

-Передача:
Для передачи объекта в инвентарь другого игрока вы должны выбрать его номер (в списке инвентаря) и выбрать количество с помощью ползунка. При попытке передачи один из ваших ключей транспортных средств, список появится снова. Там вы можете выбрать ключ, который принадлежит машине вы хотите отдать. Имейте в виду, что не все может быть обменены.

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Остальное

Некоторые интересные вещи игроки должны делать сами по себе, с тем чтобы иметь приятную игру.

-Торговля оружием: Оружие может быть сохранена на транспортных средствах или проданы другим игрокам. Деньги могут быть переданы через инвентарь.
-Торговля наркотиками: Игроки имеют возможность передавать наркотики друг другам с помощью инвентаря.



 Briefing

Обзор прежде всего возможности в миссии

CIVS:
- Строго соблюдайте правила
- Выполняйте полицейские команды
- Когда вы услишете сирены полицейских, прижмитесь в абочены улицы и остановитесь

COPS:
Придерживайтесь правилам: 1. Соблюдение закона, защита граждан и восстановление нарушенных прав (т.е. виновный должен понести наказание).
2. Справедливое наказание. Никто не может нести ответственность за деяния, которые не противоречат закону.
3. Уважение граждан и своих коллег - офицеров полиции. Старайтесь не создовать конфликтные ситуации (включительно общение в чате).


Sahrani-Life:Reloaded 1.01 by The Sahrani-Life Community
(SL:R CHANGELOG) - Наиболее важные изменения в нормальном SL

Введение в SL:R

After Issetea let-down, betrayed and even tried to hack the nearly 500 Man strong Original-Community of SL (Arma-RPG.com, former Sahrani-Life.com), which by the way is responsible for keeping alive the whole hype because we were it, which ran the major server and forums, the original community decided to take the control over the mission, fork it and modify it for the sake of the communities suggestions and for the well of all RPG-Gamers

If you are playing this Mission on the Servers of Arma-RPG.com and XR-Server, you automatically accept these server-rules:
Arma-RPG Server-Rules
XR Server*Rules
The server rules can also be found at Arma-RPG.com in the upper left corner - Info-center

And now to the roles:

Граждани:
Как Граждани (или просто цыв), вы должны соблюдать правила, которые были сделаны со стороны полиции и мэра. Вы можете нарушить их, но тогда вам придется рассчитывать получить наказание. Это может привести от штрафов к различным срокам тюремного заключения, и в крайнем случае смерти, Поэтому вы должны соблюдать те правила и действовать совместно.

Полицейские:
В полиции (или коп), вы должны следить, чтобы все игроки придерживалися правилам, созданные вами и боротся с преступлениями. Но рассмотреть одно: силой оружия, должны рассматриваться только в качестве последнего решения и быть предупрежден в каждом конкретном случае. Исключение состоит в защите, то можно стрелять без предупреждения. Просто используйте оружие в чрезвычайных ситуациях((больше)

Краткую форму правил и подробную информацию игры можно посмотреть в соответствии с примечаниями.


Credits




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Overview

An overview over all functions.
- Рестораны
- Лицензии
- Оружие
- Транспортное средство
- Зарабатывание денег
- Остольное
- Инвентарь



changelog

Breaking News

##############################
Список изменений Sahrani-Life:Reloaded 1.0:
##############################

- Added Addons: RH_M4-M16 Pack, RH_Pistols, RH_AKs, General_NS MP5 Aimpoint Pack, Piper Warrior, Cessna187, Autogyro, Vilas-Police, Vilas-Vehicles, skoda felicia, dodge viper, lada-pack, AluetteII, Aluette III
- Removed female civs models
- Moved Civs to real civillian side, rather than on the Guerillia side
- Renamed civs description into Citizen
- Changed(Raised) License Prices of Handgun and Rifle
- Changed Prices of Guns
- Raised Startmoney to 10.000$
- Added Weapons to Terror-Shop (Kalashnikov's, Tec9, UZI)
- Taxi-bug fixed (Civs wont run away anymore)
- Rob-bank-twice Exploit fixed
- Hunger-Bug fixed
- New Cop default Load-out (Stungun + 8 Shots)
- Renamed Makarov-SD to Stungun
- Added new License-type: SMG (SubMachineGun)
- Added new Shop: SubMachineGun
- Added and moved Police to new Police base
- Reduced size of prohibited area around copbase, so civs can actually move to the door of cop-base(for example to pick up their saved/collected car) but not further.
- Added third despawn-free zone in new cop base
- Moved crop-harvest zone and crop-sell zone because of near to new cop base
- Moved some factories, license-shops and worker-shops
- Added ATC's,Bambam's Bagango-Airport (both big hangars are despawn-free zones, so you can store there your vehicles forever)
- Added Sports Airvehicle shop at Bagango Airport
- Replaced Fuel-Station flag with real building and added fuel-station shop with medikit, repair-kits, handy, fuelcan, donuts and fish
- Added generic civ-shop at city-hall , buyable is fish, handy, donut and medikit
- Added Training/License shop in cop base.
- Changed Cop System. Cops need now appropriate trainings to buy, drive and carry items, weapons, vehicles.
-New Trainings are: Patrol Officer, Criminal Response Officer, Air Support Officer and SWAT-Officer
- Split Cop (item and weapons)-shop into four separate shops:
- One generic shop without license needed for the Cop without any license (selling medikit, binoculars, stungun+ammo)
- One shop for the Patrol officers, selling All kind of pistols, lock-picks, repair-kits, signs, roadcones, ammobags, smoke grenade, NVgoggles, etc.
- One shop for the Criminal Response Officer, selling SMGs (MP5, etc)
- One shop for the SWAT-Officers, selling all kind of Assault and Sniper Rifles, plus Explosives, Mines, Handgrenades.
- Split Cop Vehicle Shop into 3 separate shops:
- One shop for basic vehicles (no license needed) like Skodas and Police-Car
- One shop for heavy vehicles (various licenses needed) like Hummvee-MG, Pickups, etc.
- One shop for Air-Vehicles (Air support officer training required), selling all kinds of choppers, even heavy armed ones
- Cops can now also buy Weapons and Vehicles at Civillian Shops (if they have the appropriate training + license for it)
- Re-added the 3 cool Pickups (Hilux in silver, gold and covered) to the appropriate shops (cop-heavy-vehicles and pickupshop)
- Fixed bug with Landrover-Jeeps only needed normal car-license - now it needs pickup license again
- Raised prices for car, pickup and truck license a little bit
- Raised max. placeable cop objects to 30
- Added basic Bagango Shooting Range with integrated Ammo Shop
- Changed interest rate to 5percent but made the duration from 5minutes to 11,5 minutes
(Changelog after beta2):
- Lowered all prices for factory's tremendously... new prices (Weaponfactory: 70.000$, Vehiclefactory: 50.000$, Itemfactory: 30.000$, Ressource-Factory: 25.000$, Terror-Factory: 60.000$)
- Doubled the size of the prohibited area for cops on terror-island. This makes it way hard for cops to camp the terrorisland
- Added right ammo-box for terrorshop-buy and merged two shops in one
- Raised Price for Viper to 95.000$ (without tax)
- Raised Price for certain SMG-Magazines
- Raised the despawn-area around the northern hangar on bagango airport. Now it should be possible to use the small parking lot next to it as well
- Added Airvehicle Factory at Bagango Airport (Price 60.000$). It produces all kind of airvehicles
- Removed Airvehicles from Vehicle-Factory
- Moved Air-license to Bagango Airport[
Changelog Beta5:
- Default-Loadout is now Shotgun with beanbags (non-lethal)
- Reworked the Rifle-Range a bit
- Other minor changes
Changelog Beta6: - Added Shotgun ammo also to Rifle-Range
- Removed Sniper Shop (it was empty anyway)
- Added new version of FFS-Felicia Cars (now also with Police and Taxi - please update your pack before connecting)
- Added Trueview now as default, as its easier to maneuver especially in cars with 3Rd person on
- Beanbag Shotgun-Ammo doesn't delete your magazine after each shot.
- Renamed Stungun back to Makarov-SD and removed it from Probators (generic) copshop
- Other minor changes
Changelog Beta7/Release-Candiadate1 (RC1):
- Added Lethal Beretta 92FS to default loadout for cops with 3 mags
- Renamed Glock 18 to Glock 18c in shops
- Changed Intro for Cops
- Reworked the The Airport a little bit
- Removed the Invasion entirely
- Minor changes in shops
- Minor other changes
Changelog Release-Candidate2 (RC2) and synchronize the final version:
- Major Addon Rework (retextured, config-reworks,signed, errors fixed, and many more....)
- Civs can now buy Semi-Automatic Assault Rifles which were added by me (Bushmaster M4's, Colt AR-15 Sporter Il and II, Semi-AKs)
- Raised prohibited area around cop-base for civs
- Moved Flags in cop base a bit behind the saving hangar
- Made weather much much better (60/40 chance of good weather now, rather than the typo caused 90/10 for bad one)
- Made weather-phase duration much longer. In certain cases its now 45 minutes per phase
- Added highlights for current mission in intro
- Raised prices for Drugs per Kilo and added less-quality Coke
- Raised percentage you loose at bank-rob from 7 to 10 percent
- Raised the amount of default-bounty on the head of the bank-robber from 5000 to 25000
- Added Zombies to the former Gang-Area, and replaced the Gang area with a Contaminated Zone
- Added Zombie caused virus-infection Antidote in a special antidote shop
- Lowered Price for Car-License to 4000 dollar so civs can afford a car and license at start again
- Added some more taxi-mission guest-locations/destinations
- Other minor changes

- Chinook removed as it was buggy and ressource consuming like hell
- Swat Training now 120K
- Response Officer Training now 55K
- Added M24 Sniper Rifle to SWAT shop
- Added M240 MG to SWAT shop
- Replaced Strela in SWAT Shop with Stinger
- Fixed a gigantic SL-bug which made people multi-millionires within seconds by selling certain items and weapons
- Bug wtih Yellow Flares Fixed
- Added Bombs and remote to Terror-island but made prices really high enough
- Added RPG7 and Ammo to terroshop
- Added PK and Ammo to Terroshop
- Added Strela to Terrorshop
- Fixed Scriptbug at Pita Airport
- Fixed bug with items and their needed licenses. Now you really need the appropriate License to buy certain items like Lockpicks, Spawnable objects like signs and such.
- Added now a counter which shows you how many magazines you have to sell at selling in a shop
- Prices for Medium and Heavy Anti-Terror Choppers raised significantly
- Moved Airvehicle-Cop Flag next to Light Policevehicle Shop, but Airbehicles still spawn a the H
- Zombies will now hopefully continuously respawn, yes still the JIP bug remains until author fixes it
- Added Credits in Briefing
- Default Day-Night time is now 10-08, than 10-02
- Wheater changes so a duration is now only a random number between 0 and 15 minutes
- Many other minor changes in values, prices, descriptions and such


Назад


Список изменений

Credits goes to

- The creators of Crime-City from OFP-Times
- The creators of Sahrani-Life who adopted this Crime-City to Arma, changed some scripts and added many new ones
- ATC Quicksilver, Danny-The-Dog and Bambam for their awesome work with the Airport,Cop-Base, Jail and Court
- All Addon Makers whos addons we are allowed to use, reskin and rework


- All helper from Sahrani-Life, which were:

Sathor (Beta organizer, Addons)
Hulking Unicorn (Testing, moral support)
mr.g-c (Testing, flag textures, sounds)
Mr. Fox (Russian translation)
Enverex (Testing, Stringtable, Bug report)
Zion, Delta38, Erik (Testing)
Krazi (Testing, briefings)
Jana (Testing)


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Рестораны

Как и каждый человек, так и жители Sahrani должны съесть. Иначе вы будуте голодать. Вы можете купить рыбу и другие продукты в ресторанах, в больнице и полицейской базе. Потом вы можете найти их в своем инвенторе. Используйте их, чтобы уменьшить голод.




Лицензия

Вам необходимо купить лицензию на несколько вещей. В основном вам нужно для , Оружия и Траспорта. Она стоит денег, и можно увидеть в статистику, какие из них вы имеете. Лицензии могут быть приобретены в этих двух флагов. Существуют также и другие лицензии, как Охотник за головами или Университет. Коп иметь с начала лицензии: автомобиль, пикап, пистолеты, винтовки, медик. Они должны покупать другиелицензии, если они в них нуждаются.

Назад




Оружие

Оружие - решение для (почти) всего. Однако их использование должно закончить обсуждение редко. Чтобы получить их, вам нужно Лицензия. Когда Вы используете Marakov или Marakov SD, с Боеприпасами SD, у Вас есть Ошелом-оружие. "Не смертоносные" оружие. Лицо ошеломлен в течение 10 секунд, без возможностей. Он теряет свое оружие на месте и нужно выбрать анимацию "нормальными", чтобы встать снова. Не стреляйте меньше 5 метров или цельтесь в ноги. Никогда не направляйте в голову этим пистолетом. В обоих случаях это оружие может вызвать плохие или смертельные раны.
Вы можете выбрать из следующих магазинах:

- Пистолет
- Автоматы
- Снайперки
- Тяжелое оружие
- Снаряжение (не нужна лицензия)

Пистолеты могут быть убрано в кобуру при использовании действия в анимменю. Вы можете достать его при использовании инвентаря.

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Транспортное средство

Чтобы перемещатся без использовании общественого транспорта , вы должны использовать автотранспортные средства. Каждый тип транспортного средства, могут быть приобретены в магазинах, перечисленных ниже. Лицензии необходимы.

- Простые машины
- Пикапы
- Грузовики и джипы
- Бронированные автомобили
- Лодки
- Самолеты и вертолеты

Транспортное средство могут быть закрыты ключами, используя Инвентарь. Выберите ключи, нажмите "использовать", а затем выберите автомобиль. Копы можно использовать для проверки Автоменю владельца автомобиля.

В бронированном автомобильном магазине есть гараж, Вы можете модернизировать скорость своего транспортного средства.

На АЗС вы можете продать свой авто.

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Зарабатывание денег

Без денег ничего не выходит. Существуют различные правовые, незаконной и автоматические сбора средств, методов, которые перечислены здесь:

Автоматические:
- Зарплату (каждые 5 мин)
- Проценты в Банк

Легальные:
- Предприятие
- Укрытие
- Играть в Лотто
- Работа
- Покупка Магазинов

Нелегальные:
- Торговля наркотой
- Грабить Банк
- Уличные гонки

Единственными возможностями для полицейских заработать деньги является Зарплата и Миссии-Предприятие-Доставка.

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Ига в лотто

Возле больниции есть флаг, где Вы можете играть лото. Различные ценности билетов показывают только возможную прибыль.

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Купля магазинов

На карте вы найдете магазины которые можете приобрести. Вы получаете часть прибыли с каждой зарплатой.

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Зарплата

Все каждые 5 минуты цывы получить своего рода пособие по безработице, а Копы 2500 $. цывы могут поднять свой доходов путем Процентов, Предприятий и Укрытия.

Назад




Банк

Игроки могут хранить свои денежные средства в банке. Вы также можете перевести деньги другим игроками. Таким образом, вы получаете 3% годовых с каждой Зарплатой. Вы также можете найти банкоматы во всех больших городах. На севере Bagango, есть основной банк, его цывы могут ограбить.

Назад




Предприятия

На Предприятиях деньги можно заработать, если игрок остается там на некоторое время. Эта сумма может быть увеличена на следующие возможности:

- Университетом
- Куплей Предприятий.

На каждом рабочем месте можно получить доставки работы. Вы должны принести полученных статей в момент доставки упоминалось, чтобы получить деньги.

Предприятия это, это и это.
Миссия поиска на Предприятие1 отправит вас на лес-предприятия с целью поиска скрытых объектов
Нелегальное: На втором предприятие покупка оружия.
Третье предприятие предлагает рыболовные миссии, где можно собирать рыбу во время плавания на воде в лодке.

Назад




Укрытие

Убежище может быть приобретено в Мэрии и будьте строить где-нибудь на карте, кроме в городах. Укрытия поставляют каждым деньгам Зарплаты и могут быть оборудованы следующими объгрейдами:

- Возможность телепорта установлено в вашем укрытии. Возможность телепортировать себе в больницу (Если эта возможность включена в миссии)
- Интернет-банка для использования Банком в вашем убежище
- Лечение, чтобы исцелить себя в вашем убежище.

Назад




Рабочие

Рабочего можно купить на автобусной остановке "Копбаза". Эти рабочие должны быть направлены на Предприятия, где они зарабатывают деньги. Вы можете получить эти деньги в любое время.

Назад




Торговля наркотиками

Наркоторговля является самым прибыльным, но и большинство незаконных способов заработать деньги. Если Копы найдет наркотики с вами, они будут удалены, и Вы можете получить наказание. Вы можете купить наркотики здесь и продавать их, в зависимости от типа, здесь, здесь или здесь. Вы можете также использовать препараты сами, но минздрав предупреждает...

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Уличные гонки

Уличные гонки могут быть начата в Pitaпо крайней мере два Civs. Он стоит 5000 $. Вы едите через остров к цели здесь. Победитель получит все деньги, другие ничто. Нет никаких правил, Вы только не должны умереть. В начале Вы должны быть в отмеченной области.

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Террорист

Террористический лагерь:Civ может стать террористом, платя 10,000$. Террористы в состоянии купить транспортные средства и оружие в лагере без Лицензий. Угнанный Конвой нужен, чтобы получить халявное оружием.

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Остольное

Некоторые другие функции, идущие с миссией

- Маркер
- Тюрьма
- Cops only: Civs розыск/безрозыска
- Civменю
- Стрельбище
- Конвой оружия
- Терористы
- Охотник за головами
- общественный транспорт
- Бомбы
- Мэрия
- АЗС
- Системы камер
- Анимация
- Погода и время
- Смерть

- запрещенные области
- Фабрики
- багажник
- Мэр
- Меню

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Меню

Использовав Радио команды 0-0-1, вы можете открыть Меню. Там вы можете изменить различные вещи, как графика. Так Есть дополнительная информация и другие материалы.

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Багажник

Каждое транспортное средство имеет багажник, когда игрок, которому принадлежит данное транспортное средство может использовать его чтобы складывать в него вещи из инвентаря. Копы могут проверить багажник.

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Мэр

В Мэрии, каждый игрок может голосовать за Мера. После каждого часа игры, тот, кто имеет наибольшее число голосов, будут избран. Теперь он может изменять налоги, с которых он получает зарплату.

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Фабрики

На 4 фабриках можно производить предметы, транспортные средства и оружие. Вам нужны ресурсы для этого, которые вы можете найти на карте или изготовления их. Для сбора предметов на их месте, вам придется использовать меню как можно чаще.

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Анимация

В анимации действий в вашем меню откроет список воспроизведения анимации. Некоторые из них могут быть использованы только без/с оружием в руках.

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Камера

Копы разрешается использовать специальные системы камер, которая позволяет им наблюдать за цыв и тюрьмой. Наблюдая за цыв не является бесплатным. Камеры имеются на копбазе и в каждом Копавто и MH6.

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Смерть

Следующие вещи случатся с Вами, если Вы умрете:

- инвентарь будет пуст (за исключением Укрытия, контрольно-пропускного Пункта и Ключей).
- цывам приходятся ждать дополнительным 25 секунд для каждой из их смертей
- Вы будете телепортированы в цыв/коп больницы
- С цыва снимается розыск, награда также снимается
- Деньги остаются только те которые были в банке
- Теряете всех рабочих.
- Оружие будет удалено (Другие игроки не могут забрать их)
- Укрытие останутся
- Marker Refresh will be back to 5secs
- цывы: Чем дольше вы живете, тем меньше вы Воскрешаетесь. Но с каждой смертью время будет увеличено.
- Копы: Чем дольше вы живете, тем меньше вы Воскрешаетесь. Но с каждым убийством, время будет уменьшена.


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запрещенные области

Есть несколько специальных областей игрок не может пойти (специальный район для игры логиках). Полицейские немогут двигаться в район террористов и civs немогут попасть на копбазу. Игрок будет перемещен в цыв/Коп больницу после поподания в закрытую такой область.

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Погода и время

-Погода:
Погода изменяется в произвольном порядке. Это изменение будет отображено в сообщении и могут быть просмотрены в больнице цывов CIV.

-Время:
Время идет в зависимости как настроено в миссии установки (до брифинга).

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АЗС

АЗС: Транспортные средства могут быть заправляли или проданы. Кроме того, игрок имеет возможность купить канистры и Ремкомплекты.

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Как сделать/снять у цыва розыск

Копы способны установить цыв розыск или снять розыск, расположенных в их основе или с помощью меню в копавто и MH6. Это полезно в том случае, если игрок совершил преступление, не обнаружил в скриптах.

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Мэрия

В Мэрии Игрок может купить убежище (которая состоит из палатки, ящика патронов, флаг для аддонов и факультативного небольшого 'Гаража').

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Маркер

Все цывы обозначены на карте. Маркер показывается каждые 5 секунд. Копы можем включить Коп-маркеры для того, чтобы увидеть других полицейских на карте (соответствующий флаг находится в копбазе). Красные маркеры указывают на то, что Цыв в настоящее время разыскивается полицией за совершение преступлений.

Террористы имеют возможность отключать их маркера, используя устройства, они могут купить в их лагере.

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Тюрьма

После кто-то совершил преступление, полицейские имеют право арестовать их использовав цывменю. Тюрьма находится здесь. Арестованный Цыв в состоянии заплатить залог или подождать, пока он не освобожден автоматически. Копы способныосвободить их использовав флаг расположеного в копбазе. Если арестованное лицо совершает побег из тюрьмы он будет установлен в розыске

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Цывменю

Коп может открыть "Цывменю", с тем чтобы разоружить, исцелить, ареста или для поиска наркотиков. Коп также может выписать штраф цыв. Ползунок определяет количество времени и денег в зависимости от выбранного действия.

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Тир

Тир: Тренируй свои навыки и быть вознаграждены деньгами!

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Конвой

Конвой появляется у Питы. Если он достигает Копбазы оружейные ящики будут наполнены новым оружием. Террористы Террористы могут украсть грузовик в целях доставки его в логово террористов и получить оружие. Копы должны недопустить этого. В случае смерти водителя полиция доложна сама доставить грузовик сами.

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Охотник за головами

Копы могут установить премия за цыв (Коп должен заплатить за него). Цывам можно купить лицензию, с тем чтобы принять в этом участие. Киллер будут вознаграждены деньгами (лицензию необходимо).

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Общественый транспорт

Important positions are connected with public transport.

- Line 1: Bagango-Obregan and back (1 bus, every 12 Minutes)
- Line 2: Masbete-Bagango-Mercalillo-Obregan and back (2 busses, every 15 Minutes)
- Line 3: Pita-Masbete-Benoma-Bagango and back (2 busses, every 15 Minutes))
You can see the detailed information at the bus stations. Destroyed vehicles will respawn after 15 minutes.

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Бомбы

Цывы имеют возможность приобрести некоторые бомбы в гараже в Masbete или террористов в лагере. Все бомбы, за исключением пояса Шахида может использоваться только внутри машин.

- Дистанционая бомба: Это бомба взорвется после того как будет использован пульт дистанционного управления.
- Бомба на активацию: Это будет бомба взорвется, когда кто-то включит двигатель транспортного средства
- Бомба на скорость: Эта бомба будет активирована, если транспортное средство едет быстрее, чем в выбранной скорости. Если транспортное средство поедет слишком медленно она взорвется. Бомба будет отключена сама по истечении определенного времени.
- Бомба на время: Эта бомба взрывается через определенное времени.

Все эти бомбы могут быть размещены внутри транспортного средства, с помощью инвентаря (Вы должны сидеть внутри автомобиля).

Пояс шахида может быть использована для убийства себя и всех кто находится слишком близко к вам.

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Инвентарь

Инвентарь является очень важным компонентом в мисии. Все вещи будут сохранены в нем. Вы можете использовать, передавать и удалять вещи в списке.

-Использование:
Пример: Вы можете использовать аптечку, чтобы исцелить себя. Для того, чтобы закрыть один из ваших автомобилей, вам придется использовать ключи и выбрать автомобиль, который Вы хотите закрыть из списка.

-Удалить вещь:
После удаления одного из ваших вещей Вы не можете получить их обратно! .

-Передача:
Для передачи объекта в инвентарь другого игрока вы должны выбрать его номер (в списке инвентаря) и выбрать количество с помощью ползунка. При попытке передачи один из ваших ключей транспортных средств, список появится снова. Там вы можете выбрать ключ, который принадлежит машине вы хотите отдать. Имейте в виду, что не все может быть обменены.

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Остальное

Некоторые интересные вещи игроки должны делать сами по себе, с тем чтобы иметь приятную игру.

-Торговля оружием: Оружие может быть сохранена на транспортных средствах или проданы другим игрокам. Деньги могут быть переданы через инвентарь.
-Торговля наркотиками: Игроки имеют возможность передавать наркотики друг другам с помощью инвентаря.



//Bust the Drugdealer //if (!isServer) exitWith {}; if ((iscop) && (!busting)) then { busting = true; Kontostand = Kontostand + 10000; player groupChat format [localize "STRS_drugdealer_busted_more_money"]; }; drug_einheit setDamage 1; drugvehicle setDamage 1; sleep 13; deleteVehicle drug_einheit; deleteVehicle drugvehicle; if (!alive drugvehicle) exitWith { busting = false; "hint localize ""STRS_drugdealer_busted"";" call ISSE_pub_execPstr; };_num = ((_this select 3) select 0); _fabname = ((INV_ItemFabriken select _num) select 1); _owner = false; if (_fabname in INV_Fabrikowner) then { _owner = true }; _cost = ((INV_ItemFabriken select _num) select 6); _money = 'money' call INV_GetItemAmount; if (_owner) exitWith {player groupChat localize "STRS_inv_alreadygotshop";}; if (_money < _cost) exitWith {player groupChat localize "STRS_inv_kein_money";}; INV_Fabrikowner = INV_Fabrikowner + [ _fabname ]; ['money', -(_cost)] call INV_AddInventoryItem; player groupChat format[localize "STRS_inv_gotshop", player, (_cost call ISSE_str_IntToStr)]; ["INV_Fabrikowner", INV_Fabrikowner] spawn ClientSaveVar;// Licence Purchasing // buyLicence.sqf _this = _this select 3; _number = _this select 0; _art = _this select 1; if ((_art == "remove") or (_art == "add")) then { // Existing Licence Check and Purchase if (_art == "add") then { _license = ((INV_Lizenzen select _number) select 0); _name = ((INV_Lizenzen select _number) select 2); _cost = ((INV_Lizenzen select _number) select 3); if (_license call INV_HasLicense) exitWith {player groupChat localize "STRS_inv_buylicense_alreadytrue";}; if (('money' call INV_GetItemAmount) < _cost) exitWith {player groupChat localize "STRS_inv_buylicense_nomoney";}; ['money', -(_cost)] call INV_AddInventoryItem; INV_LizenzOwner = INV_LizenzOwner + [_license]; player groupChat format[localize "STRS_inv_buylicense_gottraining", (_cost call ISSE_str_IntToStr), _name]; } else { _license = ((INV_Lizenzen select _number) select 0); _name = ((INV_Lizenzen select _number) select 2); if (not(_license call INV_HasLicense)) exitWith {player groupChat localize "STRS_inv_buylicense_alreadyfalse";}; INV_LizenzOwner = INV_LizenzOwner - [_license]; player groupChat format[localize "STRS_inv_buylicense_losttraining", _name]; }; ["INV_LizenzOwner", INV_LizenzOwner] spawn ClientSaveVar; }; // Buy shops // buyShop.sqf _this = _this select 3; _art = (_this select 0); _num = (_this select 1); _money = 'money' call INV_GetItemAmount; if (_art == "immobilie") then { _cost = ((BuyAbleBuildingsArray select _num) select 3); _name = ((BuyAbleBuildingsArray select _num) select 0); if (_name in BuildingsOwnerArray) exitWith {player groupChat localize "STRS_alreadygotshop";}; if (_money < _cost) exitWith {player groupChat localize "STRS_kein_money";}; ['money', -(_cost)] call INV_AddInventoryItem; player groupChat format[localize "STRS_gotshop", rolestring, (_cost call ISSE_str_IntToStr)]; BuildingsOwnerArray = BuildingsOwnerArray + [_name]; ["BuildingsOwnerArray", BuildingsOwnerArray] spawn ClientSaveVar; }; _money = 'money' call INV_GetItemAmount; if ((_this select 1) == -1) exitWith {}; _art = _this select 0; _itemauswahl= _this select 1; _menge = _this select 2; if (!(_menge call ISSE_str_isInteger)) exitWith {player groupChat localize "STRS_inv_no_valid_number";}; _menge = _menge call ISSE_str_StrToInt; if (_menge <= 0) exitWith {}; _extrainfo = _this select 3; _extraArr = _this select 4; _item = _extraArr select 0; _einzelCost = _extraArr select 1; _CostMitTax = _extraArr select 2; _cost = _menge*_CostMitTax; _infos = _item call INV_getitemArray; _itemart = _infos call INV_getitemType; _classname = _infos call INV_getitemClassName;_shopnumber = INV_ActiveShopNumber; _fahne = ((INV_ItemShops select _shopnumber) select 0); _crate = ((INV_ItemShops select _shopnumber) select 2); _logic = ((INV_ItemShops select _shopnumber) select 3); _license = ((INV_ItemShops select _shopnumber) select 6); _exitvar = 0; if (_art == "itemkauf") then {_einzelSteuer = ( _CostMitTax - _einzelCost ); _gesamtSteuer = _einzelSteuer*_menge; if (_itemart == "Item") then { if ((not((_infos call INV_getitemLicense) call INV_HasLicense)) and (not((_infos call INV_getitemLicense2) call INV_HasLicense)) and (_license)) exitWith {player groupChat localize "STRS_inv_buyitems_nolicense";}; _amtragen = (_item call INV_GetItemAmount); _gesamtmenge = _amtragen + _menge; _gesamtgewicht = (_infos call INV_getitemTypeKg)*_menge; _inventargewicht = call INV_GetOwnWeight; if (((_infos call INV_getitemIsIllegal)) and (! INV_CANDOILLEGAL)) exitWith { player groupChat localize "STRS_inv_buyitems_notallowed";}; if ((_gesamtgewicht + _inventargewicht) > INV_Tragfaehigkeit) then { _menge = (floor((INV_Tragfaehigkeit - _inventargewicht) / (_infos call INV_getitemTypeKg))); _cost = _menge*_CostMitTax; if (_menge <= 0) exitWith {player groupChat localize "STRS_inv_buyitems_maxgewicht"; _exitvar = 1;}; }; if (_money < _cost) then { _menge = (floor(_money/_CostMitTax)); _cost = _menge*_CostMitTax; if (_menge <= 0) exitWith { player groupChat localize "STRS_inv_buyitems_keinmoney"; _exitvar = 1; }; }; if (_exitvar == 1) exitWith {}; [_item, _menge, "INV_InventarArray"] call INV_CreateItem; ['money', -(_cost)] call INV_AddInventoryItem; INV_SteuernGezahlt = (INV_SteuernGezahlt + (_menge*_einzelSteuer)); player groupChat format [localize "STRS_inv_buyitems_gekauft", (_menge call ISSE_str_IntToStr), (_infos call INV_getitemName), (_cost call ISSE_str_IntToStr)]; }; if ((_itemart == "waffe") or (_itemart == "magazin")) then { if ((not((_infos call INV_getitemLicense) call INV_HasLicense)) and (not((_infos call INV_getitemLicense2) call INV_HasLicense)) and (_license)) exitWith {player groupChat localize "STRS_inv_buyitems_nolicense";}; if (_money < _cost) exitWith {player groupChat localize "STRS_inv_buyitems_keinmoney";}; ['money', -(_cost)] call INV_AddInventoryItem; INV_SteuernGezahlt = (INV_SteuernGezahlt + _gesamtSteuer); if (_itemart == "Waffe") then { player groupChat format[localize "STRS_inv_buyitems_gekauft", (_menge call ISSE_str_IntToStr), (_infos call INV_getitemName), (_cost call ISSE_str_IntToStr)]; [(_infos call INV_getitemClassName), _menge, _crate] spawn INV_CreateWeapon; } else { player groupChat format [localize "STRS_inv_buyitems_gekauft", (_menge call ISSE_str_IntToStr), (_infos call INV_getitemName), (_cost call ISSE_str_IntToStr)]; [(_infos call INV_getitemClassName), _menge, _crate] spawn INV_CreateMag; }; }; if (_itemart == "fahrzeug") then { if ((not((_infos call INV_getitemLicense) call INV_HasLicense)) and (not((_infos call INV_getitemLicense2) call INV_HasLicense)) and (_license)) exitWith {player groupChat localize "STRS_inv_buyitems_nolicense";}; if (INV_UsingCarshop == 1) exitWith {player groupChat localize "STRS_inv_buyvehicles_store_in_use";}; if (_money < _CostMitTax) exitWith {player groupChat localize "STRS_inv_buyitems_keinmoney";}; ['money', -(_CostMitTax)] call INV_AddInventoryItem; INV_SteuernGezahlt = (INV_SteuernGezahlt + _einzelSteuer); player groupChat format [localize "STRS_inv_buyvehicles_buy_car", (_infos call INV_getitemName), (_CostMitTax call ISSE_str_IntToStr)]; INV_UsingCarshop = 1; sleep 5; INV_UsingCarshop = 0; if (not(alive player)) exitWith {}; [_item, _logic] spawn INV_CreateVehicle; }; }; if (_art == "itemverkauf") then { if (_itemart == "item") then { if (_item call INV_GetItemAmount == 0) exitWith {player groupChat localize "STRS_inv_buyitems_sell_notenough";}; if (_item call INV_GetItemAmount < _menge) then {_menge = (_item call INV_GetItemAmount); _cost = _CostMitTax*_menge;}; ['money', _cost] call INV_AddInventoryItem; [_item, -(_menge)] call INV_AddInventoryItem; player groupChat format [localize "STRS_inv_shop_sold", (_menge call ISSE_str_IntToStr), (_infos call INV_getitemName), (_cost call ISSE_str_IntToStr)]; }; if (_itemart == "waffe") then { _verkauft = 0; _gewinn = 0; _weaps = {_x == (_infos call INV_getitemClassName)} count weapons player; if (_weaps == 0) exitWith {player groupChat localize "STRS_inv_buyitems_sell_notenough";}; if (_weaps < _menge) then {_menge = _weaps;}; _cost = _CostMitTax; ['money', _cost] call INV_AddInventoryItem; for [{_i=0}, {_i < _menge}, {_i=_i+1}] do { player removeWeapon (_infos call INV_getitemClassName); }; player groupChat format [localize "STRS_inv_buyitems_verkauft", 1, (_infos call INV_getitemName), (_CostMitTax call ISSE_str_IntToStr)]; }; if (_itemart == "magazin") then { _verkauft = 0; _gewinn = 0; _mags = {_x == (_infos call INV_getitemClassName)} count magazines player; if (_mags == 0) exitWith {player groupChat localize "STRS_inv_buyitems_sell_notenough";}; if (_mags < _menge) then {_menge = _mags;}; _cost = _menge*_CostMitTax; ['money', _cost] call INV_AddInventoryItem; for [{_i=0}, {_i < _menge}, {_i=_i+1}] do { player removeMagazine (_infos call INV_getitemClassName); }; player groupChat format [localize "STRS_inv_buyitems_verkauft", (_menge call ISSE_str_IntToStr), (_infos call INV_getitemName), (_cost call ISSE_str_IntToStr)]; }; if (_itemart == "fahrzeug") then { _menge = 1; _vehicle = call compile format ["%1", _extrainfo]; _posInVclArray = INV_VehicleArray find _vehicle; if (_posInVclArray == -1) exitWith {player groupChat localize "STRS_inv_buyvehicles_noowner";}; if (not (alive _vehicle)) exitWith {player groupChat localize "STRS_inv_buyvehicles_destroyed";}; if ((_vehicle distance player) > 25) exitWith {player groupChat localize "STRS_inv_buyitems_sell_toofar";}; ['money', (_infos call INV_getitemSellCost)] call INV_AddInventoryItem; player groupChat format [localize "STRS_inv_shop_vehiclesold", (_CostMitTax call ISSE_str_IntToStr)]; INV_VehicleArray = INV_VehicleArray - [_vehicle]; deleteVehicle _vehicle; }; }; class schluessel { idd = -1; movingEnable = true; controlsBackground[] = {background}; objects[] = { }; controls[] = {schluesselliste, submit, submit2, cancel, button_wegwerfen, dummybutton}; class background : RscBackground { x = 0.34; y = 0.11; w = 0.33; h = 0.81; }; class schluesselliste : RscListBox { idc = 1; x = 0.35; y = 0.14; w = 0.31; h = 0.54; style = ST_CENTER; }; class submit : RscButton { idc = 2; x = 0.35; y = 0.70; w = 0.31; h = 0.04; text = $STRD_inv_description_inventar_use; }; class submit2 : RscButton { idc = 5; x = 0.35; y = 0.75; w = 0.31; h = 0.04; text = $STRD_inv_description_inventar_schluessel_uebergabe; }; class cancel : RscButton { idc = 3; x = 0.35; y = 0.80; w = 0.31; h = 0.04; text = $STRD_description_cancel; action = "closedialog 0"; }; class button_wegwerfen : RscButton { idc = 4; x = 0.35; y = 0.86; w = 0.31; h = 0.04; text = $STRD_inv_description_inventar_drop; }; class dummybutton : RscDummy { idc = 1013; }; }; class handydialog { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {eingabefeld, kosten, submit, cancel, spielerliste, dummybutton}; class DLG_BACK1: RscBackground { x = 0.04; y = 0.30; w = 0.91; h = 0.13; }; class background : RscBgRahmen { x = 0.04; y = 0.30; w = 0.91; h = 0.13; text = $STRD_description_handy_title; }; class eingabefeld : RscEdit { idc = 1; x = 0.05; y = 0.33; w = 0.89; h = 0.04; onChar = "[_this, 1] call TastenDruck;"; }; class kosten : RscText { idc = 4; x = 0.47; y = 0.38; w = 0.20; h = 0.04; text = $STRD_description_handy_cost; }; class submit : RscButton { idc = 3; x = 0.26; y = 0.38; w = 0.20; h = 0.04; text = $STRD_description_handy_submit; }; class cancel : RscButton { idc = 5; x = 0.74; y = 0.38; w = 0.20; h = 0.04; text = $STRD_description_cancel; action = "closedialog 0;"; }; class spielerliste : RscCombo { idc = 2; x = 0.05; y = 0.38; w = 0.20; h = 0.04; }; class dummybutton : RscDummy { idc = 1016; }; }; class timebombconfig { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {slider, text, wert, submit, cancel, dummybutton}; class DLG_BACK1: RscBackground { x = 0.04; y = 0.29; w = 0.91; h = 0.09; }; class background : RscBgRahmen { x = 0.04; y = 0.29; w = 0.91; h = 0.09; text = $STRD_description_zeitbombenconfig_header; }; class slider : RscSliderH { idc = 1; x = 0.05; y = 0.32; w = 0.44; h = 0.04; }; class text : RscText { idc = 2; x = 0.50; y = 0.32; w = 0.08; h = 0.04; style = ST_RIGHT; colorText[] = {1, 1, 1, 1}; colorBackground[] = {0, 0, 0, 0}; font = FontM; SizeEX = 0.02; text = $STRD_description_zeitbombenconfig_zeit; }; class wert : RscText { idc = 3; x = 0.58; y = 0.32; w = 0.04; h = 0.04; style = ST_LEFT; colorText[] = {1, 1, 1, 1}; colorBackground[] = {0, 0, 0, 0}; font = FontM; SizeEX = 0.02; }; class submit : RscButton { idc = 4; x = 0.63; y = 0.32; w = 0.14; h = 0.04; text = $STRD_description_bombenconfig_plant; }; class cancel : RscButton { idc = 5; x = 0.78; y = 0.32; w = 0.15; h = 0.04; text = $STRD_description_cancel; action = "closedialog 0"; }; class dummybutton : RscDummy { idc = 1011; }; }; class speedbombconfig { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {slider, text, wert, slider2, text2, wert2, submit, cancel, dummybutton}; class DLG_BACK1: RscBackground { x = 0.04; y = 0.29; w = 0.91; h = 0.19; }; class background : RscBgRahmen { x = 0.04; y = 0.29; w = 0.91; h = 0.19; text = $STRD_description_bombenconfig_header; }; class slider : RscSliderH { idc = 1; x = 0.05; y = 0.32; w = 0.44; h = 0.04; }; class text : RscText { idc = 2; x = 0.50; y = 0.32; w = 0.08; h = 0.04; style = ST_RIGHT; text = $STRD_description_bombenconfig_speed; }; class wert : RscText { idc = 3; x = 0.58; y = 0.32; w = 0.04; h = 0.04; }; class slider2 : RscSliderH { idc = 8; x = 0.05; y = 0.40; w = 0.44; h = 0.04; }; class text2 : RscText { idc = 9; x = 0.50; y = 0.40; w = 0.08; h = 0.04; style = ST_RIGHT; text = $STRD_description_bombenconfig_speed2; }; class wert2 : RscText { idc = 10; x = 0.58; y = 0.40; w = 0.04; h = 0.04; }; class submit : RscButton { idc = 4; x = 0.65; y = 0.32; w = 0.14; h = 0.04; text = $STRD_description_bombenconfig_plant; }; class cancel : RscButton { idc = 5; x = 0.80; y = 0.32; w = 0.15; h = 0.04; text = $STRD_description_cancel; action = "closedialog 0"; }; class dummybutton : RscDummy { idc = 1010; }; }; class remotebomb_remote { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {text1, eingabefeld, submit, cancel, dummybutton}; class DLG_BACK1: RscBackground { x = 0.38; y = 0.42; w = 0.24; h = 0.13; }; class background : RscBgRahmen { x = 0.38; y = 0.42; w = 0.24; h = 0.13; text = "Stringtable"; }; class text1 : RscText { idc = 2; x = 0.39; y = 0.45; w = 0.08; h = 0.04; text = "Bomb Code: "; }; class eingabefeld : RscEdit { idc = 1; x = 0.47; y = 0.45; w = 0.13; h = 0.04; onChar = "[_this, 1] call TastenDruck;"; }; class submit : RscButton { idc = 4; x = 0.39; y = 0.50; w = 0.10; h = 0.04; text = "Execute"; action = "[""config"", ""activate"", ""fernzuenderbombe"", (ctrlText 1)] execVM ""bombs.sqf"";"; }; class cancel : RscButton { idc = 5; x = 0.51; y = 0.50; w = 0.10; h = 0.04; text = $STRD_description_cancel; action = "closedialog 0"; }; class dummybutton : RscDummy { idc = 1090; }; }; class hideout { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {hideoutbild, hideoutliste, submit, cancel, dummybutton}; class DLG_BACK1: RscBackground { x = 0.27; y = 0.09; w = 0.49; h = 0.39; }; class background : RscBgRahmen { x = 0.27; y = 0.09; w = 0.49; h = 0.39; text = $STRD_description_hideout_submit; }; class hideoutbild : RscPicture { idc = 1; x = 0.53; y = 0.12; w = 0.22; h = 0.28; }; class hideoutliste : RscListBox { idc = 2; x = 0.28; y = 0.12; w = 0.24; h = 0.27; }; class submit : RscButton { idc = 3; x = 0.29; y = 0.42; w = 0.20; h = 0.04; text = $STRD_description_hideout_submit; action = "[""action"",lbCurSel 2] execVM ""hideout.sqf""; closedialog 0"; }; class cancel : RscButton { idc = 4; x = 0.54; y = 0.42; w = 0.20; h = 0.04; text = $STRD_description_cancel; action = "closedialog 0"; }; class dummybutton : RscDummy { idc = 1014; }; }; _art = _this select 0; if (_art == "use") then { _item = _this select 1; _anzahl = _this select 2; if (!(createDialog "schluessel")) exitWith {hint "Dialog Error!";}; { if (not(isnull _x)) then { _index = lbAdd [1, format ["%1 (%2)", typeOf _x, _x]]; lbSetData [1, _index, format ["%1", _x]]; }; } forEach INV_VehicleArray; buttonSetAction [2, "if ((lbCurSel 1) > -1) then { [""schluessel"", (INV_VehicleArray select lbCurSel 1), lbCurSel 1] execVM ""carKeys.sqf"";}; closedialog 0;"]; buttonSetAction [4, "if ((lbCurSel 1) > -1) then { [""dropschluessel"", (INV_VehicleArray select lbCurSel 1), lbCurSel 1] execVM ""carKeys.sqf"";}; closedialog 0;"]; buttonSetAction [5, "if ((lbCurSel 1) > -1) then { [""schluesseluebergabe"", (INV_VehicleArray select lbCurSel 1), lbCurSel 1] execVM ""carKeys.sqf"";}; closedialog 0;"];}; if (_art == "schluessel") then { _vcl = _this select 1; _sel = _this select 2; if (player distance _vcl < 10) then { if (not(locked _vcl)) then { format ["%1 lock true;", _vcl] call ISSE_pub_execPstr; player groupChat localize "STRS_inv_items_vehiclelock_locked"; } else { format ["%1 lock false;", _vcl] call ISSE_pub_execPstr; player groupChat localize "STRS_inv_items_vehiclelock_unlocked"; }; } else { player groupChat localize "STRS_inv_items_vehiclelock_closer"; }; }; if (_art == "dropschluessel") then { _vcl = _this select 1; _sel = _this select 2; INV_VehicleArray = INV_VehicleArray - [_vcl]; player groupChat localize "STRS_inv_items_weggeworfen"; }; if (_art == "schluesseluebergabe") then { _vcl = _this select 1; _sel = _this select 2; _spielernum = call compile INV_InventarGiveReceiver; _spieler = INV_PLAYERSTRINGLIST select _spielernum; _playerobject = INV_PLAYERLIST select _spielernum; if (!(_spieler call ISSE_UnitExists)) exitWith {player groupChat localize "STRS_inv_not_ingame";}; if (_playerobject == player) exitWith {player groupChat localize "STRS_inv_inventar_uebergabe_self";}; if (player distance _playerobject > 20) exitWith {player groupChat localize "STRS_inv_inventar_uebergabe_distance";}; format ["if (INV_ROLESTRING == ""%1"") then {INV_VehicleArray = INV_VehicleArray + [%2]; player groupChat localize ""STRS_inv_items_uebergabe_schluessel_success""};", _spieler, _vcl] call ISSE_pub_execPstr; INV_VehicleArray = INV_VehicleArray - [_vcl]; player groupChat localize "STRS_inv_items_uebergabe_schluessel_success_self";};// Sirene. Now with Auto-Stop upon hold // carSiren.sqf _this = _this select 3; _art = _this select 0; _vcl = vehicle player; _playtime = 120; _lichtstaerke = 0.3; _shortDur = 1.03; _longDur = 5.125; if (_art == "activate") then { if (isNil "SIREN_SirenePlaying") then { SIREN_SirenePlaying = false; }; if ((SIREN_SirenePlaying) or (!(player == (driver (vehicle player))))) exitWith {}; SIREN_SirenePlaying = true; _turnOn = false; if (call compile format["isNil(""%1_Sirene_on"")", _vcl]) then { _turnOn = true; } else { if (call compile format["not(%1_Sirene_on)", _vcl]) then { _turnOn = true;} else {_turnOn = false; }; }; if (_turnOn) then { format ["[0,0,0,[""client"", %1]] execVM ""carSiren.sqf"";", player] call ISSE_pub_execPstr; } else { call compile format["%1_Sirene_on = false; publicVariable ""%1_Sirene_on"";", _vcl]; }; sleep 1; SIREN_SirenePlaying = false; }; if (_art == "client") then { _vcl = vehicle (_this select 1); _driver = driver _vcl; _starttime = time; call compile format["%1_Sirene_on = true;", _vcl]; _light1 = "#lightpoint" createVehicleLocal (getpos _vcl); _light1 setLightBrightness _lichtstaerke; _light1 setLightAmbient [0, 0, 0.3]; _light1 setLightColor [0, 0, 0.5]; _light2 = "#lightpoint" createVehicleLocal (getpos _vcl); _light2 setLightBrightness _lichtstaerke; _light2 setLightAmbient [0.3, 0, 0]; _light2 setLightColor [0.5, 0, 0]; _lichtscript = [0,1,2,["licht", _vcl, [_light1, _light2]]] execVM "carSiren.sqf"; while {( ((time < _starttime+_playtime) or (_driver == driver _vcl)) and (alive _vcl) and (call compile format["%1_Sirene_on", _vcl]))} do { if (player distance _vcl < 500) then { if ((speed _vcl > -3) && (speed _vcl < 3)) then { sleep 1; } else { if (speed _vcl < 40) then { _vcl say ["Siren_Short", 1]; sleep _shortDur; } else { _vcl say ["Siren_Long", 1]; sleep _longDur; }; }; } else { sleep 5; }; if (isNull(_vcl)) exitWith {}; }; terminate _lichtscript; deleteVehicle _light1; deleteVehicle _light2; call compile format["%1_Sirene_on = nil;", _vcl]; }; if (_art == "licht") then { _vcl = _this select 1; _light1 = ((_this select 2) select 0); _light2 = ((_this select 2) select 1); while {true} do { if (player in _vcl) then { _light1 setLightBrightness (_lichtstaerke / 2); _light2 setLightBrightness (_lichtstaerke / 2); } else { _light1 setLightBrightness _lichtstaerke; _light2 setLightBrightness _lichtstaerke; }; _light1 lightAttachObject [_vcl, [0,0,0]]; sleep 0.15; LightDetachObject _light1; _light1 setpos [0,0,0]; sleep 0.075; _light2 lightAttachObject [_vcl, [0,0,0]]; sleep 0.15; LightDetachObject _light2; _light2 setpos [0,0,0]; sleep 0.075; _light1 lightAttachObject [_vcl, [0,0,0]]; sleep 0.15; LightDetachObject _light1; _light1 setpos [0,0,0]; sleep 0.5; _light2 lightAttachObject [_vcl, [0,0,0]]; sleep 0.15; LightDetachObject _light2; _light2 setpos [0,0,0]; sleep 0.5; }; }; // Mobile-Phones (Handy's) // cellPhone.sqf _art = _this select 0; if (_art == "init") then {INV_smscost = 10;}; if (_art == "use") then { _item = _this select 1; _anzahl = _this select 2; if (!(createDialog "handydialog")) exitWith {hint "Dialog Error!";}; [2, true, false] call INV_DialogPlayers; lbSetCurSel [99, 0]; ctrlSetText [4, format[localize "STRD_description_handy_cost", INV_smscost]]; buttonSetAction [3, "[""handy2"", ctrlText 1, call compile lbData [2, lbCurSel 2]] execVM ""cellPhone.sqf""; closedialog 0;"]; }; if (_art == "handy2") then { _smstext = _this select 1; _smsplayernumber = _this select 2; _smsplayer = INV_PLAYERLIST select _smsplayernumber; if (_smstext == "") exitWith {player groupChat localize "STRS_inv_item_handy_leermsg";}; if (not((format["%1", (_smsplayer)]) call ISSE_UnitExists)) exitWith {player groupChat localize "STRS_inv_item_handy_noplayer";}; if (_money < INV_smscost) exitWith {player groupChat localize "STRS_inv_item_handy_keinmoney";}; if ((_smstext call ISSE_str_Length) > 60) exitWith {player groupChat localize "STRS_inv_item_handy_text_zu_lang";}; ['money', -(INV_smscost)] call INV_AddInventoryItem; player groupChat format [localize "STRS_inv_item_handy_gesendet", _smsplayer]; format ["if ((%2 == player) and ((""handy"" call INV_GetItemAmount) > 0)) then {titletext [format [localize ""STRS_inv_item_handy_nachricht"", ""%1"", %3], ""plain""];}; if ((%2 == player) and ((""handy"" call INV_GetItemAmount) == 0)) then { ""if (%3 == player) then { player groupChat format [localize """"STRS_inv_item_handy_nichterreicht"""", %2]; }; "" call ISSE_pub_execPstr; }; ", _smstext, _smsplayer, player ] call ISSE_pub_execPstr; };JFIFddDucky;Adobed           s!1AQa"q2B#R3b$r%C4Scs5D'6Tdt& EFVU(eufv7GWgw8HXhx)9IYiy*:JZjzm!1AQa"q2#BRbr3$4CS%cs5DT &6E'dtU7()󄔤euFVfvGWgw8HXhx9IYiy*:JZjz ?n*UثWb r 1 NE Tټ v*UثWI-X\cn?-kQ;/O`i;ߡlGOjжGOj ҿdҴL5/G-T5۶?$vw[M濽;vR `oE4Ҥoj_0m?ثzEyTSڢK9?p;{|ªh 0 ~vUncj7. 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Do you want to pay?", _cop, (_strafe call ISSE_str_IntToStr)]]; waitUntil{(not(ctrlVisible 1023))}; if (Antwort == 1) then { if (kontostand < _strafe) then { _didnotpay = _strafe - kontostand; INV_SteuernGezahlt = INV_SteuernGezahlt + kontostand; kontostand = 0; (format ["if (player == %1) then {player groupChat format [localize ""STRS_civmenu_didnotpayticket"", %2, %3, %4];};", _cop, player, (_strafe call ISSE_str_IntToStr), (_didnotpay call ISSE_str_IntToStr)]) call ISSE_pub_execPstr; } else { _didpay = _strafe; kontostand = kontostand - _strafe; INV_SteuernGezahlt = INV_SteuernGezahlt + _strafe; (format ["if (player == %1) then {player groupChat format [localize ""STRS_civmenu_didpayticket"", %2, %3];}; [""Ticket"", %2, %3] spawn Isse_AddCrimeLogEntry;", _cop, player, (_strafe call ISSE_str_IntToStr)]) call ISSE_pub_execPstr; }; false call TurnWantedFunc; player groupChat format [localize "STRS_civmenucheck_ticketself", (_strafe call ISSE_str_IntToStr), (_didpay call ISSE_str_IntToStr)]; } else { (format ["if (player == %1) then {player groupChat format [localize ""STRS_civmenu_didpaynothing"", %2, %3];};", _cop, player, (_strafe call ISSE_str_IntToStr)]) call ISSE_pub_execPstr; player groupChat localize "STRS_civmenu_youdidnotpay"; }; }; // Check Civilian for Drugs if (_loopart == "drugs") then { _checkcop = _this select 1; if (["INV_InventarArray", "drug"] call INV_StorageHasKindOf) then { ["INV_InventarArray", "drug"] call INV_StorageRemoveKindOf; (format ["if (player == %2) then {player groupChat format[localize ""STRS_civmenu_hasdrugs"", %1];}; titletext [format[localize ""STRS_civmenucheck_haddrugs"", %1], ""plain""];", player, _checkcop]) call ISSE_pub_execPstr; player groupChat localize "STRS_civmenucheck_beendrugsearched"; } else { (format ["if (player == %2) then {player groupChat localize ""STRS_civmenu_hasnodrugs"";};", player, _checkcop]) call ISSE_pub_execPstr; }; }; if (_loopart == "arrestserver") then { _civobj = _this select 1; _prisondauer = (_this select 2)*60; _copobj = _this select 3; _exitart = ""; call compile format ['%1_arrest = 1; publicVariable "%1_arrest";%1_markerjammed = 0; publicVariable "%1_markerjammed";', _civobj]; showMap true; _civobj setpos getmarkerpos "prisonspawn"; waitUntil {_civobj Distance prison_logic < 100}; (format ["if (player == %1) then {[""arrest"", %2] execVM ""civMenuActions.sqf"";}; %3 GLOBALCHAT format [localize ""STRS_civmenucheck_arrested_global"", %1]; [""PrisonIn"", %1, %3] spawn Isse_AddCrimeLogEntry;", _civobj, ((_prisondauer/60) call ISSE_str_IntToStr), _copobj]) call ISSE_pub_execPstr; _counter = 0; while {true} do { _freigelassen = call compile format ["%1_arrest", _civobj]; if (isNull(_civobj)) exitWith {_exitart = "";}; if (!(alive _civobj)) exitWith {_exitart = "tot";}; if (_counter >= _prisondauer) exitWith {_exitart = "frei";}; if (_freigelassen == 0) exitWith {_exitart = "freigelassen";}; if (_civobj Distance prison_logic >= 100) exitWith {_exitart = "ausbruch";}; sleep 5; _counter = _counter + 5; }; if ((_exitart == "frei") or (_exitart == "freigelassen")) then { call compile format ["%1_arrest = 0; publicVariable ""%1_arrest""", _civobj]; _civobj setPos getMarkerPos "jail_freemarker"; (format ["if (player == %1) then {local_arrest = 0; [""local_arrest"", local_arrest] spawn ClientSaveVar; player groupChat localize ""STRS_civmenucheck_free_self"";}; %1 GLOBALCHAT format [localize ""STRS_civmenucheck_free_global"", %1]; [""PrisonOut"", %1] spawn Isse_AddCrimeLogEntry;", _civobj]) call ISSE_pub_execPstr; }; if (_exitart == "ausbruch") then { (format ["if (player == %1) then {local_arrest = 0; [""local_arrest"", local_arrest] spawn ClientSaveVar;}; %1_arrest = 0; %1_wanted = 1; %1 GLOBALCHAT format [localize ""STRS_civmenucheck_breakout"", %1]; [""PrisonEsc"", %1] spawn Isse_AddCrimeLogEntry;", _civobj]) call ISSE_pub_execPstr; }; }; // Arrest Civilan if (_loopart == "arrest") then { call INV_EntferneIllegales; local_arrest = 1; ["local_arrest", local_arrest] spawn ClientSaveVar; // Set Civ Hunger + Thirst to 0 so they Cannot Starve in Jail INV_hunger = 0; INV_Thirst = 0; CivTimeInPrison = (_this select 1); player groupChat format [localize "STRS_civmenucheck_arrested_self", (CivTimeInPrison call ISSE_str_IntToStr)]; }; // Check Civilian's Inventory if (_loopart == "inventcheck") then { _aktionsStarter = _this select 1; if (!(player call ISSE_IsVictim)) then { (format ["if (rolestring == ""%1"") then {hint localize ""STRS_inventory_checknohands"";};", _aktionsStarter]) call ISSE_pub_execPstr; } else { (format ['if (rolestring == "%1") then {[0, 0, 0, ["inventorycheck", %2, %3, %4]] execVM "openDialogs2.sqf";};',_aktionsStarter, INV_LizenzOwner, INV_InventarArray, player]) call ISSE_pub_execPstr; }; }; // Civilian Money Theft if (_loopart == "stealmoney") then { _aktionsStarter = _this select 1; _geklaut = (floor(random(moneyStehlenMax)))+1; if (_money < _geklaut) then {_geklaut = _money;}; ['money', -(_geklaut)] call INV_AddInventoryItem; player groupChat format[localize "STRS_civmenucheck_stolen_fromciv"]; if (!(player call ISSE_IsVictim)) then { (format ["if (rolestring == ""%1"") then {hint localize ""STRS_inventory_checknohands"";};", _aktionsStarter]) call ISSE_pub_execPstr; } else { (format ["if (rolestring == ""%1"") then {player groupChat format[localize ""STRS_civmenucheck_stolen"", %2]; [""money"", %2] call INV_AddInventoryItem;}; hint format [localize ""STRS_civmenucheck_stolenpub"", ""%1"", %2, %3]; [""Stole"", %3] spawn Isse_AddCrimeLogEntry;", _aktionsStarter, (_geklaut call ISSE_str_IntToStr), player]) call ISSE_pub_execPstr; }; }; // Default Backup /* if (_loopart == "stealmoney") then { _aktionsStarter = _this select 1; _geklaut = (floor(random(moneyStehlenMax)))+1; if (_money < _geklaut) then {_geklaut = _money;}; ['money', -(_geklaut)] call INV_AddInventoryItem; if (!(player call ISSE_IsVictim)) then { (format ["if (rolestring == ""%1"") then {hint localize ""STRS_inventory_checknohands"";};", _aktionsStarter]) call ISSE_pub_execPstr; } else { (format ["if (rolestring == ""%1"") then {player groupChat format[localize ""STRS_civmenucheck_stolen"", %2]; [""money"", %2] call INV_AddInventoryItem;}; hint format [localize ""STRS_civmenucheck_stolenpub"", ""%1"", %2, %3]; [""Stole"", %3] spawn Isse_AddCrimeLogEntry;", _aktionsStarter, (_geklaut call ISSE_str_IntToStr), player]) call ISSE_pub_execPstr; }; }; */class civmenu { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {button_disarm, button_drugs, arrest_text, arrest_slider, button_arrest, ticket_eingabe, button_ticket, cancel, button_heal, button_inventarsearch, dummybutton}; class DLG_BACK1: RscBackground { x = 0.40; y = 0.25; w = 0.22; h = 0.58; }; class background : RscBgRahmen { x = 0.40; y = 0.25; w = 0.22; h = 0.58; text = $STRD_description_civmenu_header; }; class button_disarm : RscButton { idc = 1; x = 0.41; y = 0.28; w = 0.2; h = 0.04; text = $STRD_description_civmenu_disarm; action = "[2] execVM ""civMenuFunct.sqf""; closedialog 0"; }; class button_drugs : RscButton { idc = 2; x = 0.41; y = 0.33; w = 0.2; h = 0.04; text = $STRD_description_civmenu_drugs; action = "[1] execVM ""civMenuFunct.sqf""; closedialog 0"; }; class arrest_text : RscText { idc = 4; x = 0.41; y = 0.38; w = 0.2; h = 0.04; style = ST_CENTER; text = $STRD_description_civmenu_arrest; }; class arrest_slider : RscSliderH { idc = 3; x = 0.41; y = 0.43; w = 0.20; h = 0.03; }; class button_arrest : RscButton { idc = 5; x = 0.41; y = 0.48; w = 0.20; h = 0.04; text = $STRD_description_civmenu_arrest; action = "[3, sliderPosition 3] execVM ""civMenuFunct.sqf""; closedialog 0"; }; class ticket_eingabe : RscEdit { idc = 11; x = 0.41; y = 0.58; w = 0.20; h = 0.03; text = "1000"; }; class button_ticket : RscButton { x = 0.41; y = 0.63; w = 0.20; h = 0.04; text = $STRD_description_civmenu_ticket; action = "[4, ctrlText 11] execVM ""civMenuFunct.sqf""; closedialog 0"; }; class cancel : RscButton { x = 0.41; y = 0.78; w = 0.20; h = 0.04; text = $STRD_description_cancel; action = "closedialog 0"; }; class button_heal : RscButton { idc = 13; x = 0.41; y = 0.68; w = 0.20; h = 0.04; text = $STRD_description_civmenu_heal; action = "[5] execVM ""civMenuFunct.sqf""; closedialog 0"; }; class button_inventarsearch : RscButton { idc = 14; x = 0.41; y = 0.73; w = 0.20; h = 0.04; text = $STRD_description_civmenu_inventar; action = "[6] execVM ""civMenuFunct.sqf""; closedialog 0"; }; class dummybutton : RscDummy { idc = 1006; }; }; class civinteraktion { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {button_steal, cancel, button_inventarsearch, dummybutton}; class DLG_BACK1: RscBackground { x = 0.40; y = 0.25; w = 0.22; h = 0.58; }; class background : RscBgRahmen { x = 0.40; y = 0.25; w = 0.22; h = 0.58; text = $STRD_description_civmenu_header; }; class button_steal : RscButton { idc = 1; x = 0.41; y = 0.28; w = 0.2; h = 0.04; text = $STRD_description_civmenu_steal; action = "[20] execVM ""civMenuFunct.sqf""; closedialog 0"; }; class button_inventarsearch : RscButton { idc = 14; x = 0.41; y = 0.33; w = 0.20; h = 0.04; text = $STRD_description_civmenu_inventar; action = "[6] execVM ""civMenuFunct.sqf""; closedialog 0"; }; class cancel : RscButton { x = 0.41; y = 0.78; w = 0.20; h = 0.04; text = $STRD_description_cancel; action = "closedialog 0"; }; class dummybutton : RscDummy { idc = 1006; }; };// Civ Menu Functions // civMenuFunct.sqf _civmenuciv = civmenuciv; _civmenu_civ = civmenu_civ; _art = _this select 0; _money = 'money' call INV_GetItemAmount; // Check Distance to Civ if ((player distance _civmenuciv >= 25) or (!(alive _civmenuciv))) exitWith {player groupChat format[localize "STRS_civmenu_distance"];}; if (_art == 5) exitWith { (format ["%1 setdamage 0; if (%1 == player) then {player Groupchat localize ""STRS_civmenucheck_youarehealed"";};", _civmenuciv]) call ISSE_pub_execPstr;player groupChat format [localize "STRS_civmenu_heal", _civmenu_civ]; }; if ((count (weapons player)) == 0) exitWith {player groupChat localize "STRS_civmenu_copnotarmed";}; if (_art == 6) exitWith { (format ["if (rolestring == ""%1"") then {[""inventcheck"", ""%2""] execVM ""civMenuActions.sqf"";}", _civmenu_civ, rolestring]) call ISSE_pub_execPstr; }; if (_art == 20) exitWith { if (StehlenAktiv) exitWith {}; if ([player, coparray, 20] call ISSE_ArrayIsNear) exitWith { player groupChat localize "STRS_civmenu_stehlen_copzunah"; }; player groupChat localize "STRS_civmenu_stehlen"; StehlenAktiv = true; sleep 5; StehlenAktiv = false; (format ["if (rolestring == ""%1"") then {[""stealmoney"", ""%2""] execVM ""civMenuActions.sqf"";};", _civmenu_civ, rolestring]) call ISSE_pub_execPstr; }; _civbounty = call compile format ["bounty_%1", _civmenuciv]; if (_civbounty != 0) then { if (_civbounty > wantedbonus) then { ['money', wantedbonus] call INV_AddInventoryItem; player groupChat format[localize "STRS_civmenu_wantedbonus", (wantedbonus call ISSE_str_IntToStr)]; }; ['money', _civbounty] call INV_AddInventoryItem; call compile format ["bounty_%1 = 0; publicVariable ""bounty_%1""; ", _civmenuciv]; player groupChat format[localize "STRS_civmenu_bounty", (_civbounty call ISSE_str_IntToStr)]; }; call compile format ["%1_wanted = 0; publicVariable ""%1_wanted"";", _civmenuciv]; if (_art == 1) exitWith { (format ["if (player == %1) then {[""drugs"", %2] execVM ""civMenuActions.sqf"";};", _civmenuciv, player]) call ISSE_pub_execPstr; }; if (_art == 2) exitWith { // if (_money < copdisarmcost) exitWith { // player groupChat localize "STRS_civmenu_buy_disarm_nomoney"; // }; // ['money', -(copdisarmcost)] call INV_AddInventoryItem; (format ["if (player == %1) then {[""disarm""] execVM ""civMenuActions.sqf"";};", _civmenuciv]) call ISSE_pub_execPstr; player groupChat format [localize "STRS_civmenu_disarm", _civmenu_civ]; }; if (_art == 3) exitWith { _dauer = round(_this select 1); format ["if (local server) then {[""arrestserver"", %1, %2, %3] execVM ""civMenuActions.sqf"";};", _civmenu_civ, _dauer, player] call ISSE_pub_execPstr; player groupChat format[localize "STRS_civmenu_arrested", _civmenu_civ]; }; if (_art == 4) exitWith { _strafe = _this select 1; if (!(_strafe call ISSE_str_isInteger)) exitWith { player groupChat localize "STRS_inv_no_valid_number"; }; _strafe = _strafe call ISSE_str_StrToInt; if (_strafe <= 0) exitWith {}; (format ["if (player == %1) then {[""ticket"", %2, %3] execVM ""civMenuActions.sqf"";}; %3 globalchat format[localize ""STRS_civmenu_ticket_globalchat"", %1, %2];", _civmenuciv, (_strafe call ISSE_str_IntToStr), player]) call ISSE_pub_execPstr; }; // Civ Menus // civMenuOpen.sqf _array = _this select 3; _art = _array select 0; if (_art == "civmenu") then { if (!(createDialog "civmenu")) exitWith {hint "Dialog Error!";}; civmenu_civ = _array select 1; civmenuciv = _array select 2; sliderSetRange [3, 1, 25]; sliderSetSpeed [3, 1, 5]; while {ctrlVisible 1006} do { ctrlSetText [4, format[localize "STRS_dialogcivmenu_arrest", ((round(sliderPosition 3)) call ISSE_str_IntToStr) ]]; sleep 0.3; }; }; if (_art == "civinteraktion") then { if (!(createDialog "civinteraktion")) exitWith {hint "Dialog Error!";}; civmenu_civ = _array select 1; civmenuciv = _array select 2; }; // Misc Variables // 3641062.sqf INV_CanUseInventory = true; INV_CanUseItem = true; INV_CanDropItem = true; INV_CanGiveItem = true; INV_Tragfaehigkeit = 60; INV_InventarArray = []; INV_SteuernGezahlt = 0; INV_VehicleGaragen = [ [vehicle_garage_cop, 90], [vehicle_garage_sap, 60], [vehicle_garage_sap2, 50], [rathaus_logic, 10], [vehicle_parklot_bag, 17] ]; INV_inactive_vcl_maxtime = 40; CON_console_SavedCommands = []; CON_Console_Actions = [ [10, "Check Variable", '(ctrlText 1) call CON_console_VarCheck;'], [11, "Repair Vehicle", 'call CON_console_RepairRefuel'], [12, "New Vehicle []", '[(ctrlText 1), player] call CON_CreateVehicle;'], [13, "Map Random Bomb", 'onMapSingleClick "nil = _pos spawn CON_console_Bomb1;";'], [14, "Map System Bomb", 'onMapSingleClick "nil = _pos spawn CON_console_Bomb2;";'], [15, "Map Single Bomb", 'onMapSingleClick "nil = _pos spawn CON_console_Bomb3;";'], [16, "Map Teleport", 'onMapSingleClick "(vehicle player) setpos _pos;";'], [17, "Map End", 'onMapSingleClick "";'], [18, "Harrier", '1200 spawn CON_console_Harrier;'], [19, "Weapons", 'call CON_console_Weapons;'], [20, "Player setPos []", '(vehicle player) setPos (getPos (call compile (ctrlText 1)));'], [21, "", ''], [22, "", ''], [23, "", ''], [24, "Get Item []", '[(ctrlText 1), 1] call INV_addInventoryItem;'], [25, "Inventory Vcl []", '[(ctrlText 1), player] call INV_CreateVehicle;'], [26, "+1000000 Money", '["money", 1000000] call INV_AddInventoryItem;'], [27, "All Licenses", '{INV_LizenzOwner=INV_LizenzOwner+[_x select 0];} forEach INV_Lizenzen;'], [28, "", ''], [29, "", ''], [30, "", ''], [31, "", ''], [32, "", ''], [33, "", ''], [34, "", ''], [35, "", ''], [37, "", ''] ]; CON_console_VarCheck = { if (isNil _this) then { hint "The Variable does not exist."; } else { call compile format ['hint ''The Variable "%1" has the value: \n%2'';', _this, (call compile _this)]; };}; CON_console_RepairRefuel = { vehicle player setDamage 0; vehicle player setFuel 1; }; CON_console_Harrier = { if (player == vehicle player) then { _h = "AV8B" createvehicle (getPos player); player moveindriver _h; _h setPos [getpos player select 0, getpos player select 1, 1250]; } else { vehicle player addMagazine "6Rnd_GBU12_AV8B"; };}; CON_console_Bomb1 = { private["_pos", "_c"]; _pos = _this; for [{_c=0}, {_c < 500}, {_c=_c+1}] do { sleep (random 0.5); _x = ((_pos select 0) + (random 500) - (random 500)); _y = ((_pos select 1) + (random 500) - (random 500)); _z = ((_pos select 2) + 500); if ((random 2) < 1.5) then { "Sh_125_SABOT" createvehicle [_x, _y, _z]; } else { "Bo_GBU12_LGB" createvehicle [_x, _y, _z];}; };}; CON_console_Bomb2 = { private["_pos", "_c", "_k"]; _pos = _this; _weiter = 1000; _breite = 1000; _hoehe = 400; _abstand= 25; for [{_c=0}, {_c < (_weiter/_abstand)}, {_c=_c+1}] do { for [{_k=0}, {_k < (_breite/_abstand)}, {_k=_k+1}] do { _x = (_pos select 0)-(_weiter/2)+(_c*_abstand); _y = (_pos select 1)-(_breite/2)+(_k*_abstand); _z = _hoehe; "Bo_GBU12_LGB" createvehicle [_x, _y, _z]; }; sleep 2; };}; CON_console_Bomb3 = { private["_pos"]; _pos = _this; "Bo_GBU12_LGB" createVehicle _pos; }; CON_console_Weapons = { removeAllWeapons player; {player addMagazine _x;} forEach ["30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "PG7V", "PG7V", "PG7V", "HandGrenade", "SmokeShellRed", "8Rnd_9x18_MakarovSD", "8Rnd_9x18_MakarovSD", "8Rnd_9x18_MakarovSD", "8Rnd_9x18_MakarovSD", "8Rnd_9x18_MakarovSD", "8Rnd_9x18_MakarovSD", "8Rnd_9x18_MakarovSD", "8Rnd_9x18_MakarovSD"]; {player addWeapon _x;} forEach ["M16A2", "RPG7V", "MakarovSD", "Binocular", "NVGoggles"]; }; CON_CreateVehicle = { private ["_classname", "_position"]; _classname = _this select 0; _position = _this select 1; call compile format ['vehicle_%1_%2 = _classname createVehicle %4; vehicle_%1_%2 setVehicleInit "this setVehicleVarName ""vehicle_%1_%2""; vehicle_%1_%2 = this; clearWeaponCargo this; clearMagazineCargo this;"; processInitCommands;', player, round(time), getpos _position]; };// Convoy Related Scripts, runs on server only _group = createGroup west; while {true} do { sleep (konvoyrespawnzeit*60); _soldatvar = 0; konvoy_marker_active = 1; Pstr29 = "hint localize ""STRS_konvoy_start"";"; publicVariable "Pstr29"; deleteVehicle konvoytruck; konvoytruck = "Truck5tReammo" createVehicle getPos konvoystartpos; // Configure the Convoy Vehicle konvoytruck setVehicleInit "konvoytruck = this; this setVehicleVarName ""konvoytruck""; this setAmmoCargo 0; this setVehicleLock ""LOCKED""; clearWeaponCargo this; clearMagazineCargo this; removeAllWeapons this;" ; // Configure the Convoy Driver deleteVehicle konvoysoldat; "SoldierW" createUnit [getpos konvoystartpos, group soldat1, "konvoysoldat = this", 1.0, "PRIVATE"]; [konvoysoldat] join _group; konvoysoldat moveInDriver konvoytruck; konvoysoldat doMove getpos konvoyend; removeAllWeapons konvoysoldat; konvoysoldat addWeapon "M9"; konvoysoldat addMagazine "15Rnd_9x19_M9"; konvoysoldat addMagazine "15Rnd_9x19_M9"; processInitCommands; // The Different Convoy Scenarios while {true} do { // Convoy is Hijacked if ((!(alive konvoysoldat)) and (_soldatvar == 0)) then { "hint localize ""STRS_konvoy_hijacked""; konvoytruck setVehicleLock ""UNLOCKED"";" call ISSE_pub_execPstr; _soldatvar = 1; }; konvoytruck setFuel 1; // Convoy Arrives at Hijack Drop-off if (konvoytruck distance konvoybox <= 30) exitWith { "hint localize ""STRS_konvoy_civarrived""; [konvoybox, 6, 0, 0] execVM ""convoyUnload.sqf"";" call ISSE_pub_execPstr; }; // Convoy is Destroyed if (GETDAMMAGE konvoytruck >= 0.8) exitWith { "hint localize ""STRS_konvoy_destroyed"";" call ISSE_pub_execPstr; }; // Convoy Arrives at Police Base if (konvoytruck distance konvoyend <= 10) exitWith { "hint localize ""STRS_konvoy_arrived"";" call ISSE_pub_execPstr; (format ["if (iscop) then {Kontostand = Kontostand + 5000; hint localize ""STRS_konvoy_moneymehr"";};"]) call ISSE_pub_execPstr; }; // Place the Driver in the Truck if ((!(konvoysoldat in konvoytruck)) and (alive konvoysoldat)) then{ konvoysoldat moveInDriver konvoytruck; konvoysoldat assignAsDriver konvoytruck; }; if (alive konvoysoldat) then { konvoytruck setDamage 0; }; sleep 2; }; sleep 2; // Disable the Vehicle when it Reaches a Drop-off "konvoytruck setFuel 0;" // Kick Players out of the Vehicle call ISSE_pub_execPstr; sleep 10; "if (player in konvoytruck) then {player ACTION [""eject"", konvoytruck];};" call ISSE_pub_execPstr; sleep 2; "if (player in konvoytruck) then {player ACTION [""eject"", konvoytruck];};" call ISSE_pub_execPstr; // Hide the Convoy Until it is Needed Again konvoy_marker_active = 0; konvoytruck setpos getpos konvoyinsel; };// Convoy Weapon Dropoff // convoyUnload.sqf _crate = _this select 0; _art = _this select 1; _respawn = _this select 2; _copcrate = _this select 3; _rezeitcrate = 1; _crateweaponarray = []; _cratemagarray = []; if (not(_crate == dummyobj)) then { ClearMagazineCargo _crate; ClearWeaponCargo _crate; }; if ((_art == 1) or (_art == 2) or (_art == 3) or (_art == 4) or (_art == 5)) then { switch (_art) do { case 1: { _crateweaponarray = [ ]; _cratemagarray = [ ["M136", 10], ["STINGER", 10], ["PG7V", 10], ["PG7VR", 5], ["STRELA", 25], ["FlareGreen_M203", 8], ["FlareWhite_M203", 8], ["FlareRed_M203", 8], ["FlareYellow_M203", 8], ["1Rnd_HE_M203", 8], ["FlareWhite_GP25", 8], ["FlareGreen_GP25", 8], ["FlareRed_GP25", 8], ["FlareYellow_GP25", 8], ["1Rnd_HE_GP25", 8] ]; }; case 2: { _crateweaponarray = [ ]; _cratemagarray = [ ["30Rnd_9x19_MP5", 64], ["30Rnd_9x19_MP5SD", 32], ["30Rnd_545x39_AK", 32], ["30Rnd_545x39_AKSD", 32], ["10Rnd_762x54_SVD", 32], ["100Rnd_762x54_PK", 32], ["30Rnd_556x45_G36", 128], ["30Rnd_556x45_Stanag", 32], ["30Rnd_556x45_StanagSD", 32], ["200Rnd_556x45_M249", 32], ["100Rnd_762x51_M240", 32], ["5Rnd_762x51_M24", 32], ["10Rnd_127x99_m107", 12], ["5Rnd_127x108_KSVK", 12] ]; }; case 3: { _crateweaponarray = [ ]; _cratemagarray = [ ["HandGrenade", 32], ["HandGrenadeTimed", 32], ["SmokeShellRed", 16], ["SmokeShellGreen", 16], ["SmokeShell", 16], ["Pipebomb", 8], ["Mine", 8] ]; }; case 4: { _crateweaponarray = [ ["NVGoggles", 16], ["Binocular", 16] ]; _cratemagarray = [ ]; }; case 5: { _crateweaponarray = [ ]; _cratemagarray = [ ["30Rnd_9x19_MP5SD", 32], ["30Rnd_9x19_MP5", 32], ["8Rnd_9x18_Makarov", 64], ["8Rnd_9x18_MakarovSD", 64], ["15Rnd_9x19_M9", 64], ["15Rnd_9x19_M9SD", 64] ]; }; }; while {true} do { sleep _rezeitcrate; ClearMagazineCargo _crate; ClearWeaponCargo _crate; _crate SETDAMAGE 0; {_crate addWeaponCargo [(_x select 0), (_x select 1)];}forEach _crateweaponarray; {_crate addMagazineCargo [(_x select 0), (_x select 1)];}forEach _cratemagarray; if (_respawn == 0) exitWith {}; if (_copcrate != 1) then {_rezeitcrate = 300;}; waituntil {(konvoytruck distance copbase1 <= 250) or (_copcrate != 1)}; }; }; if (_art == 6) then { _crateweaponarray = [ ["NVGoggles", 2], ["Binocular", 2], ["AK74", 1], ["AK74GL", 1], ["KSVK", 1], ["Makarov", 2], ["RPG7V", 1] ]; _cratemagarray = [ ["Pipebomb", 1], ["Mine", 1], ["HandGrenade", 2], ["HandGrenadeTimed", 2], ["30Rnd_545x39_AK", 10], ["5Rnd_127x108_KSVK", 5], ["8Rnd_9x18_Makarov", 16], ["1Rnd_HE_GP25", 5], ["PG7V", 4] ]; _crate setDamage 0; {_crate addWeaponCargo [(_x select 0), (_x select 1)];} forEach _crateweaponarray; {_crate addMagazineCargo [(_x select 0), (_x select 1)];} forEach _cratemagarray; }; if (isNil "copmarker_on") then { copmarker_on = 0; }; if (copmarker_on == 1) then { copmarker_on = 0; player groupChat format[localize "STRS_switchedcopmarker", localize "STRS_Off"]; } else { copmarker_on = 1; player groupChat format[localize "STRS_switchedcopmarker", localize "STRS_On"]; };if (!isCop) exitWith {}; _cop = vehicleVarName player; /*call compile format [' if (isNil "%1_needSupport") then { %1_needSupport = false; }; ', _cop];*/ _support = call compile format ['%1_needSupport', _cop]; hint format ["Running!\n%1", _support]; if (!_support) then { call compile format ['%1_needSupport = true; 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q.eŁ6TlLQňmF6ER>A̬1*qsڋFJM 32CDŽ(iz}UĝH(wk{9/Cq]myƪ1?<8Epw9p9h]:a[Ý&,d ďiĎ!eG30qA)[!Q[& YK.s((Ц|}jZ=un#rLl-^6*rZ4Y7ơ^K$b_cx;JO3zN>teplG#Q!b4xHIqkPp:UDV?*.~#d  pq7 NT}t4TWfn+|+ETȒtZrdvߜVhu@ i"Ȫ/'ĦeۃܘϏS{ig."1g`INƓynYe,ZΨLTYAz<[&iI_P)q)B Dd|NyI7&5+r0~k}WKJdlj5dF)񨜟;'i.8\VdL"0sL/!&KY"%&KY2 LHd-fRdCV$U)fb׭q*:ZRk=PVQ]KJf"UB^"BnGKB~?%ק"zo%- u ĥ.1JZ뚈JZȔ(<;IRU4<&KY4$k4&H7%AIi %wLNr L// Inventar Dialogue for Cops // 1704550.sqf if (!(createDialog "inventarCop")) exitWith {hint "Dialog Error!";}; _itemcounter = 0; for [{_i=0}, {_i < (count INV_InventarArray)}, {_i=_i+1}] do { _item = ((INV_InventarArray select _i) select 0); _anzahl = (_item call INV_GetItemAmount); if (_anzahl > 0) then { _index = lbAdd [1, format ["%1", (_item call INV_getitemName)]]; lbSetData [1, _index, _item]; _itemcounter = _itemcounter + 1; }; }; if (_itemcounter == 0) exitWith {player groupChat localize "STRS_inv_inventardialog_empty";}; for [{_c=0}, {_c < (count INV_PLAYERSTRINGLIST)}, {_c=_c+1}] do { _spieler = INV_PLAYERSTRINGLIST select _c; if (_spieler call ISSE_UnitExists) then { _index = lbAdd [99, format ["%1 - (%2)", _spieler, name (call compile _spieler)]]; lbSetData [99, _index, format["%1", _c]]; }; }; lbSetCurSel [99, 0]; lbSetCurSel [1, 0]; buttonSetAction [3, format["[""use"", lbData [1, (lbCurSel 1)], ctrlText 501, lbData [99, (lbCurSel 99)]] execVM ""invButtons.sqf""; closedialog 0;"] ]; buttonSetAction [4, format["[""drop"", lbData [1, (lbCurSel 1)], ctrlText 501, lbData [99, (lbCurSel 99)]] execVM ""invButtons.sqf""; closedialog 0;"] ]; buttonSetAction [246, format["[""give"", lbData [1, (lbCurSel 1)], ctrlText 501, lbData [99, (lbCurSel 99)]] execVM ""invButtons.sqf""; closedialog 0;"] ]; // 3 New Cop Buttons (change the script-names pls) buttonSetAction [18701, "[""use""] execVM ""roadblock.sqf"""]; buttonSetAction [18702, "[""use""] execVM ""impound.sqf"""]; buttonSetAction [18703, "[""use""] execVM ""weaponbag.sqf"""]; while {ctrlVisible 1001} do { _item = lbData [1, (lbCurSel 1)]; _anzahl = _item call INV_GetItemAmount; _array = _item call INV_getitemArray; ctrlSetText [62, format ["%1", (_anzahl call ISSE_str_IntToStr)]]; ctrlSetText [52, format ["%1", _array call INV_getitemName]]; ctrlSetText [72, format ["%1", _array call INV_getitemDescription1]]; ctrlSetText [7, format ["%1", _array call INV_getitemDescription2]]; ctrlSetText [202, format ["%1/%2", (_array call INV_getitemTypeKg), (((_array call INV_getitemTypeKg)*(_anzahl)) call ISSE_str_IntToStr)]]; sleep 0.1; }; JFIFddDuckyAAdobed       !1AQa"q2BRS#3C$brs45!1AQaq"𑡱2BRb#Sr3C񂢲s% ?ʒIRI*I%I$$$TJIRI*I'A"Ť8W=B v>u2Fol y h G#|1#TʲVaXG *jU )%آWSbF$FmKF*ЎBZ7=Xv%k$ЗACv2G7I&ݹK/r}kH"lq \GM)G;^QTȜyMO4,*;TJxn]RrU|)nF#)̧,5E7ҮiG]AN<>&Bt YTU.bz"|jUBE )U+؞H$$Ujt$U.jtQ Pc"knNEiөTȮcƑFōtkm6M@9 5OOgkMw2E?Rc#~Iu̦\o-~F_̧l٬G~Fu̥OXF/ߒ]Gs)}>?SE/?ы7QװZbZA鱬$>W^(GZWF'8jIS I87լH#8)΄-[Kנ̷Zrˆ86؃~,ՑZ1"!H/Sk~8fV50(~RS aXlV[J<3D8܂3h6G*vOoVMӁ@ҰA} xu1NPܓ$nN5p@ZijaG8j1 0be+65h⳸+̥&6kvP:27CXv5qҼZsBs #r05!s>G3H 4ݶ1a8ӚOn5cK9.!9 dǣT:ͻ9nZρܖ6.خP!2 ʊ/[J. 4h$ϻӇcO6{=;ynssn7Y +q{HTh%EP+jR(G=PC=UBE 'BE!"sS$$8h e?)׬k79 ;H7^A+!d]:%zy!ύGZW;h Pɛ1d xzFo{,m=|f?8w1VLl`4wL7U)accJ$7Ls@.m-P?N2J0(*-?#~Jg$_S+ʟJeb XۛN267$jUJ4iU=A#$tcFА<Hʼ5 -h95wS^ Mwf蜲21~Vk]]].ŧw?ڎ@ F(v_k00\,><{yVΛ٘,']"@D KamgkMݫHs<2iJvx,(J \V` Td͑0x1l]TZa[B *eغ &ɖ+˸7J/Nqd?2jG N $M.4[II^#Y37XQYNb$eJRpc8;K渮tp 00dZ7~l/㧀e;{ULdbGrfG?m-FAR?h<эp9*UbPBꄊR(WJHH V+&Fv ]~0`>gUK(`"!cYW}ac !F7ҧ8Ԣ: n ˞93RB ݙ\#n oǚԆ= I/5/.NYYItH(9ôM!J)U>ڗE5ROJmJmTiIꕩ%U,ɏ t?؊7fF{9 (VxwS^ ֻů6OZ!ѹdc>3jmgJXrwlr4 QE%{rkd"4T-4QUMt;d* l#P(+ 0e:sӵN9"E`lPIZ3ھf[1ó¡)A""1?H2>/tfb,M=^ri6GdW;L[~43D>kyH9F=~èï k+x8nɤ + scle?U h/n?fz3nt;ظAcd l>xSᦪtk U1 Lh GzE)+إTPbPBꀊRUj2cBIfmk?Do}A\I.Pa;3@\j1 Cq݇ߚET2P3V\ 'ZkcFy*iߊ#,嬉TahBTahUMT[*nTźj풪[)}UMm1ZХT%jDT$U.ju,<^Q^-HxB+m|TGpk֠uӘҳtnY98͎uFMyIa(I#c<(ǝFjkG複 %PC%IRGu+˂б T-.8& WB{c~brϿ Mdcq:&V:+Re:\Vɗ Tb2$CX6ڼ 0ŏA @hevkx*e;S%J}$iVPWӽ@ }"xd(Pntsn6?aVaoگ  9kpuJ[.m{O1YCob*wE)"{BꀊRUm\jsXK#Q%H%QcD J68IV!Ět/]"r-{.w^#ZhJVk5/Pb Ԍ҃AAGLϕ_Zd?Q8ՎÿIyy(-|XFO5sL&4"qߺ?5> uU9R1_Q\U?]K6ήv (zZGsVhZIB17j\?߱,S؍> VDp˿(f\\nB ]ueޯTE$n#AEۖqyCvGfA"d؂m ͺ|MZua ΊDpRR>;N{Yle̸BH ڌd =4U-Ѳ=P nY@b}In_k]m/Nc?Dza܊c R"|.BՌzeq2{oy0u?ľZWC}2Y-T`50BH$+/i]pΛ)m*q:WBFi4Qs$.R/KЋil-vE;̆M MyvQTxLXN^i6PoqoP;GyE0ˎkK(A %Gԭ;h/GT炪f.4q~J˰pznKɍM"RO G@4埩erQKߢPe @.ѰF$kv[-[ӅgpOxP 6GgnjH^9q>+#$ "5ƌ 8/A{dZZ*4WYx2fuX{CqRߣ6C> ډ$735\ ŕ\($jOA@ JHa{v_sJ%ƜO!PfFGXmcbHd(+55ޕ 5ŦSȂ8q,)7}MrۮGNf wN_˟=)QṼ"RT{$|G+KBpy 8s^cN+=a+6\>irW*W3O ٱa|VF: tZCܵ k]*$wHأGpE$(Ug)xØgzRK[XEn^Q-%TH$b4 j "{T@+QZ1@@\ƆP@2w1FgUF6><]߰!Ycp''יƞsHV6)"Ǹikވmÿm~5Ti!o@1S0COREԝ> q(Cp n!m|Æ(ː"K , X[8TwjkHt^Tfc+B+Ri=bu]?h(Cy'S0)F珍FS;\A ZC `58(N>|yqR)UbL;kNѩK$hqǂ. 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MtKm~iv +K>l|G2C{u]Nwmw k)W(g-)*Bk'` RaVE0W}XL}]SV躴eլRgڝW4L'Ml-ĢViI|GKH2 Uڮ߮m r7Nz;8qHlg2UQ{//-d6FkZ2v:iؒXLjay3›npv >>H1I`-CW7͆W!s{7_NL.ntTq&Eh2#Q^[D:o9cv 8Gm{փ[ Vk; ,x&K[º{ XmM]Ԟ \I5"*O?V J[O_tԴ)}RҖO-JoQ-ܵ*%RD_rԴRDqrԨp)kSGQM8Tٱd;#[޻!hu7]Ox)-žg$ݏU2AЉƦ*GLTQ JAjɖjQ@TMzRuif (!(createDialog "INV_ItemListDialog")) exitWith {hint "Dialog Error!";}; _buttonaction = _this select 0; _buttontext = _this select 1; buttonSetAction [5, {_buttonaction}]; ctrlSetText [5, _buttontext]; for [{_i=0}, {_i < (count INV_AlleItemsArray)}, {_i=_i+1}] do { _item = ((INV_AlleItemsArray select _i) select 0); _infos = (_item call INV_getitemArray); _index = lbAdd [1, format ["%1", (_infos call INV_getitemName)]]; lbSetData [1, _index, _item]; }; ctrlSetText[2, ""]; ctrlSetText[3, ""]; lbSetCurSel [1, 0]; _selected = (lbCurSel 1); while {ctrlVisible 1038} do { _item = lbData [1, (lbCurSel 1)]; _infos = (_item call INV_getitemArray); ctrlSetText [2, format ["%1", (_infos call INV_getitemDescription2)]]; ctrlSetText [3, format ["Weights: %1", (_infos call INV_getitemTypeKg)]]; if (not((lbCurSel 1) == _selected)) then { _selected = (lbCurSel 1); lbClear 4; if (_item != "") then { _benoetigteItems = (_item call INV_getitemMaterials); { lbAdd [4, format["%1 - %2", ((_x select 0) call INV_getitemName), (_x select 1)] ]; } forEach _benoetigteItems; }; }; sleep 0.3; };JFIFddDuckyAAdobed       !1AQa"Rq2#BSbr3C$5!1AQaq"2BRb#3Sr5 ?e@@ 2AqY3rUGroN'@Ɇm"f'ꔅz~l[js= H ~3'W|$זe*̟rAa8_YuW:?UoƦ?|x>A~_½jd  U%LGN~~,0&.GuI"52ܟGO^*̝ܰGѳr!K|+%Z'#2 :X~ɷv2U޻|F=f~HM՗/+)P{&xgӥ]ɕ:] ee%j(WNɕ @@@·E$ϱN1PҘA|Dyꈵ *7ڍ(ER1T@   U[~)+q#_Ⱦ+ȷn}9{/G"rE24{Fg_ qϸJlۥWdÔ   Tubos s>^9!,\/gzUX\om7~|f!AIU)')HFN1c¯m?o='19jH]R힫ukym-2[4ΨOj:]s'*a=|8U/yz5?m$/Tc??}GoC@_!7O!w:6b:Piܖ>sI;GR7+.'h9fhݼ]"\@@@Z6T ǦGOzM^ N*>41WIփj_YVSJ~F3i<$%r{ HN5{Q<==ekTؿ>ߕxm`{`5GŦ4եeEb1zOsV4bqjiVkD{{!GA34/ukQ>dަTvVᤝ'<ږ1f?ϰMn,8Un GKNo+tlP<3|uL̈"*T @@@@@ ]N QCװR5[ўYd$sg#' dUoaC}Co8ODȓO[#m-bY yd/ҊN,B9n!,':5ԼL&V1C<Y>5꾡xKl/ފ%bσY#4Yh@@@I@"E@Aub&͛ FC]MJ5*u:i=RZ+J_D6vcf󷮹24D83sn2+$}OrEq[ܫC_ K5ogaE(%D@@@ ȢA`,mRv̜*61QG%bmvH+&V;e,T*F&7mQVI 2"Ѳ596qmЃЏ)Jr>ڻ 2y|g6?J [#9+rB1jVYmjF&7lTH劌G,Tb9bTb9bXrF#*1F$i$JU֭ԫgeIӵSq\܎]C-ơۑ䆡ېƢXd#1yBu+#5̾LD9aE s j$W#Qa\چEsab"5ۖDv^!:5Rj+ۘ):+F<6Hj#ʲu Yj#ʱl*ơ<*IT;&H Tu&z<.ڋ}Pi=lp=Z0rtJj?ZL%cJ|\|U %jwT,R1 IMV1mw&6q0dyYV]|"9C7ToL Rqq3K q %F*O3) w/5$T8F8t$ZEorpI𘕤,iuU2qױ}K3) Gsdb߂*H :Yn.QL8Pșҹj'Խ)(^DyV)[X` x8\^OkPbN qBeRr4JT'#G#nM.Mvs狕vTӇ6MEnv%|{f}N^໵( K|rMFWn qn5o簇d݂_f\N(jWdTp"_כN'عY3]ש|Gô1$.BmqIMRZB#v)$yg9zV䝹ŽjըE69 rw(0sd.dn=IS`FN.0mc`{zptn·m F΅ts)MW~8g9ȟɞ8PzZ5CvI\XSm?-ZppcSp0WiK_~Zۆ|Cp 5 G[wE߰#qkv_Iuy=N:[tx'( Y| ۳7-7-[)'*^yW83S~uR?-bum%9S6pBڹ̷4N"J85vI$g]Dv|duUϸ99(.Ƙg|qОmSg6y/<R/_ hC #Ozy]m;ߌo͸_o=ssȩJwN(ױէ EJ|8(KJryXG?N|&Bѽ}8MdaN7ln'~׷TªM Jl:`7ZV,**kUF**vjV(ݒuΒ1ұeV֙V^ ݚZJ6wds^YvU׶>BVkJWk[$8}o[pIoE +F㓩?dSVgT?8qQ|: =ebj_S~*M@tZ;2tN[xQP\$z5 BEz]j=;cLM}Rru&3dӖZ'IɅ擤:4y4y4:4la:J2jJG2BʗHfbs2+Pƒts (7G8PU(]ZoXUJ'UF&{Zcgsώ=7tٖ{fx{ij|> |.ƹjr-:O]W!sXoatkܾog+ZN4''h۸G߶(R='c8> viq[x 8ei߹Iq5ƣY9%¿nZ>4\61C׶q ga$+|hi+H1c蒵a^wl09(Zr_"椲I _dЮdn(7G8Pnp#(FehFf7 D"  h 4gđGxUUW  (7dP$1*p|Ę]i:0 ,rğiZSruyio4,c4MOr] %ܪQ93Nm۵.C5$"c$@@@?TastenDruck = { private ["_ctrl", "_zeichennummer", "_ctrlid"]; _ctrl = ((_this select 0) select 0); _zeichennummer = ((_this select 0) select 1); _ctrlid = (_this select 1); if (ISSE_str_const_validInput find _zeichennummer < 0) then { closedialog 0; player groupChat format[localize "STRS_wrong_input", _zeichennummer]; }; }; ISSE_UnitExists = { private ["_obj"]; if ((typeName _this) == "STRING") then { if ((isnil(_this)) or (_this == "scalar bool array string 0xe0ffffef") or (_this == "") or (_this == "Error: No vehicle")) then { false } else { _obj = call compile format ["%1", _this]; if (format ["%1", isplayer _obj] == "true") then { true } else { false }; }; } else { if (isNull _this) then { false } else { true }; }; }; ISSE_ArrayIsNear = { private ["_c", "_obj", "_arr", "_dis", "_res"]; _obj = _this select 0; _arr = _this select 1; _dis = _this select 2; _res = false; if (isNull _obj) then { _res = false; } else { for [{_c=0}, {_c < (count _arr)}, {_c=_c+1}] do { if (not(isNull(_arr select _c))) then { if ((_obj distance (_arr select _c)) < _dis) then { _res = true; }; }; }; }; _res }; ISSE_CreateMarkerArray = { private ["_name", "_text", "_color", "_shape", "_pos", "_typ", "_marker", "_size"]; _pos = [0,0]; if ((typeName (_this select 0)) == "OBJECT") then { _pos = [((getPos (_this select 0)) select 0), ((getPos (_this select 0)) select 1)]; }; if ((typeName (_this select 0)) == "ARRAY") then { _pos = [((_this select 0) select 0), ((_this select 0) select 1)]; }; _text = ""; if (count _this > 1) then {_text = _this select 1}; _typ = "Destroy"; if (count _this > 2) then {_typ = _this select 2}; _color = "ColorRed"; if (count _this > 3) then {_color = _this select 3}; _shape = "ICON"; if (count _this > 4) then {_shape = _this select 4}; _size = [1, 1]; if (count _this > 5) then {_size = _this select 5}; if (isNil("GespawnteMarkerCounter")) then {GespawnteMarkerCounter = 0;}; _name = format["SpawnedMarker_%1", GespawnteMarkerCounter]; if (count _this > 6) then {_name = _this select 6}; _marker = createMarkerLocal [_name, _pos]; _marker setMarkerShapeLocal _shape; _marker setMarkerTypeLocal _typ; _marker setMarkerColorLocal _color; _marker setMarkerTextLocal _text; _marker setMarkerSizeLocal _size; GespawnteMarkerCounter = GespawnteMarkerCounter + 1; [_name, _marker] }; ISSE_IsVictim = { private ["_state", "_victimStats"]; _state = animationState _this; _victimStats = ["AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon", "amovpercmstpssurwnondnon", "AdthPercMstpSnonWnonDnon_3", "adthpercmstpsnonwnondnon_3"]; if (_state in _victimStats) then { true } else { false }; }; ISSE_DeleteVehicle = { private ["_vcl", "_deltime"]; _vcl = _this select 0; _deltime = _this select 1; sleep _deltime; if (not(isNull(_vcl))) then { _vcl setVehicleInit ""; call compile format["%1 = nil;", _vcl]; deleteVehicle _vcl; }; };// Misc Functions and Speech Shortcuts // customFunctions2.sqf // Teleport Player to Home TeleBackFunction = { if (vehicle player iskindof "air") then { vehicle player setpos [ getPos player select 0, (getPos player select 1) -350, getPos player select 2]; } else { player setpos [ getPos player select 0, (getPos player select 1) +50, getPos player select 2]; }; player groupChat localize "STRS_verbotene_zone_teleport"; }; // Unwant Civilian TurnWantedFunc = { if (_this) then { call compile format ["civ%1_wanted = 1; publicVariable ""civ%1_wanted"";", rolenumber]; } else { call compile format ["civ%1_wanted = 0; publicVariable ""civ%1_wanted"";", rolenumber]; }; }; // Fart Dialogue? DialogSpielerListe = { private ["_Fart", "_Fid", "_Fname", "_Fingame", "_Findex", "_Flistlen", "_Feigenenum"]; _Fart = _this select 0; _Fid = _this select 1; _Fname = _this select 2; _Fingame = _this select 3; _Findex = 0; _Cindex = 0; _Flistlen = 0; _Feigenenum = -1; for [{_c=0}, {_c < (count playerstringarray)}, {_c=_c+1}] do { _Fspieler = playerstringarray select _c; if ( ((_Fart == 0) or ((_Fart == 1) and (_c > civscount)) or ((_Fart == 2) and (_c < civscount))) and ((_Fingame) or (_Fspieler call ISSE_UnitExists)) ) then { if (_Fname) then { if (_Fspieler in civstringarray) then { _Findex = lbAdd [_Fid, format ["%1 - (%2)", _Fspieler, name (call compile _Fspieler)]]; lbSetData [_Fid, _Findex, format["%1", _c]]; }; if (_Fspieler in copstringarray) then { _Cindex = lbadd[5000, format["%1 - (%2)", _Fspieler, name(call compile _Fspieler)]]; lbsetData[5000, _Cindex, format["%1", _c]]; }; } else { _Findex = lbAdd [_Fid, _Fspieler]; }; if (_Fspieler == rolestring) then { _Feigenenum = _Flistlen; }; _Flistlen = _Flistlen + 1; }; }; [_Flistlen, _Feigenenum] }; // Get Guild Position Function GetGildenPos = { private ["_c", "_Fpos"]; _Fpos = -1; for [{_c=0}, {_c < (count GildenInfoArrays)}, {_c=_c+1}] do { if (((GildenInfoArrays select _c) select 0) == _this) exitWith {_Fpos = _c;}; }; _Fpos }; // Write Entries Into the Crime Log Isse_AddCrimeLogEntry = { private ["_logtime", "_logdate", "_logtext", "_logart", "_logplayer", "_zusatzinfo"]; _logart = _this select 0; _logplayer = format["%1", _this select 1]; _zusatzinfo = ""; if (count _this > 2) then { _zusatzinfo = _this select 2}; _logtime = time; _logdate = date; _logtext = ""; switch (_logart) do { case "Bank": {_logtext = format[localize "STRS_functions_crimelog_msg1", _zusatzinfo];}; case "Stole": {_logtext = format[localize "STRS_functions_crimelog_msg2"];}; case "KilledCiv": {_logtext = format[localize "STRS_functions_crimelog_msg3", _zusatzinfo];}; case "KilledCop": {_logtext = format[localize "STRS_functions_crimelog_msg4", _zusatzinfo];}; case "PrisonIn": {_logtext = format[localize "STRS_functions_crimelog_msg5"];}; case "PrisonOut": {_logtext = format[localize "STRS_functions_crimelog_msg6"];}; case "PrisonEsc": {_logtext = format[localize "STRS_functions_crimelog_msg7"];}; case "Died": {_logtext = format[localize "STRS_functions_crimelog_msg8"];}; case "Ticket": {_logtext = format[localize "STRS_functions_crimelog_msg9", _zusatzinfo];}; case "Bomb": {_logtext = format[localize "STRS_functions_crimelog_msg10"];}; case "terrorIn": {_logtext = format[localize "STRS_functions_crimelog_msg11"];}; }; CopLog = CopLog + [ [_logplayer, _logtext, _logdate, _logtime] ]; }; // Create and Deploy the Bomb Bomb_Vehicle = { if (count _this > 1) then { if (not(isNull (_this select 1))) then { _obj = _this select 1; if (((getPos _obj) select 2) > 5) then { _obj setDamage 1; } else { "Bo_GBU12_LGB" createVehicle (_this select 0); _obj setDamage 1; }; }; } else { "Bo_GBU12_LGB" createVehicle (_this select 0); }; if (count _this > 2) then { format ["if ((random 100) < 10) then {hint format[localize ""STRS_vehiclebomb_public_explode"", %1];[""Bomb"", %1] spawn Isse_AddCrimeLogEntry;};", player, longrolenumber] call ISSE_pub_execPstr; }; }; // Function GetRandomObjectName GetRandomObjectName = { private ["_name"]; if (isNil("GespawnteObjekteCounter")) then { GespawnteObjekteCounter = 0; }; _name = format["SpawnedObject_%1_%2_%3", round(time), rolenumber, GespawnteObjekteCounter]; GespawnteObjekteCounter = GespawnteObjekteCounter + 1; _name }; // Get Object Client Function CreateObjectClient = { private ["_classname", "_position", "_dir", "_obj", "_extraInit", "_objname"]; _classname = _this select 0; _pos = _this select 1; _dir = _this select 2; _extraInit = _this select 3; _objname = (call GetRandomObjectName); _obj = dummyobj; call compile format['%4 = "%1" CreateVehicle %2;%4 setVehicleInit ''this setVehicleVarName "%4"; %4 = this; this setDir %3; call compile ''''%5'''';''; ', _classname, _pos, round(_dir), _objname, _extraInit]; processInitCommands;_objname }; // Quick-Speech Function SayDirectSpeach = { private ["_text", "_dis"]; _text = _this select 0; _art = _this select 1; if (not ((_text == "") or (_text == " ")) ) then { _text = format["%1 shouts: %2", player, _text]; if (_art == "direct") then { _dis = 50; format ["if ((player distance %1) < %3) then {titleText[""%2"", ""PLAIN""];};", player, _text, _dis] call ISSE_pub_execPstr; }; if (_art == "side") then { format ["%1 sideChat ""%2"";", player, _text] call ISSE_pub_execPstr; }; if (_art == "global") then { format ["%1 globalChat ""%2"";", player, _text] call ISSE_pub_execPstr; }; }; }; // Function for Server to add taxes together and send them out when complete FinalTaxToServer = { private ["_rolestring"]; _rolestring = _this; call compile format [" GovernmentTaxAccount = GovernmentTaxAccount + FinalTax_%1; publicVariable ""GovernmentTaxAccount""; FinalTax_%1 = 0; ", _rolestring]; }; // Function for mayor and cheif to loose their positions mayorLoosePosition = { isMayor = false; MayorNumber = -1; PUBLICVARIABLE "MayorNumber"; }; ChiefLoosePosition = { IsChief = false; ChiefNumber = -1; publicvariable "ChiefNumber"; }; // Drugdealer on Wheels Script if (!isServer) exitWith {}; while {true} do { _spawn_pos = call compile format ["markerPos 'drugstop%1';", ceil random 19]; drugvehicle = createVehicle ["UAZ", _spawn_pos, [] , 0, "NONE"]; drugvehicle setVehicleInit "drugvehicle = this; this setVehicleVarName ""drugvehicle""; this setVehicleLock ""LOCKED""; this setAmmoCargo 0; "; publicvariable "drugvehicle"; drggrp = createGroup east; drug_einheit = drggrp createUnit ["SoldierEB", _spawn_pos, [], 1, "NONE"]; [drug_einheit] join drggrp; removeallweapons drug_einheit; drug_einheit assignAsDriver drugvehicle; drug_einheit moveindriver drugvehicle; drug_einheit setCaptive true; drug_einheit setBehaviour "careless"; publicvariable "drug_einheit"; processInitCommands; _old_random_val = -1; []execVM "drugdealercheck.sqf"; while {alive drug_einheit && alive drugvehicle} do { _random_val = ceil random 19; while {_random_val == _old_random_val} do { _random_val = ceil random 19; }; _old_random_val = _random_val; call compile format [" drug_einheit doMove markerPos 'drugstop%1'; while {drug_einheit distance markerPos 'drugstop%1' > 20 && alive drug_einheit && alive drugvehicle} do { sleep 5; }; ", _random_val]; if (!alive drugvehicle || !alive drug_einheit) exitWith {}; sleep 1000 + random 500; drug_einheit setfuel 1; }; deleteVehicle drug_einheit; deleteVehicle drugvehicle; deleteGroup drggrp; };_art = _this select 0; if (_art == "create") then { closeDialog 0; sleep 0.2; _ok = createDialog "Commanddialog"; {lbAdd [2, _x];} forEach CON_console_SavedCommands; {lbAdd [100, _x];} forEach debugarray; _index = lbAdd [3, "Local"]; lbSetData [3, _index, "Local"]; _index = lbAdd [3, "Global"]; lbSetData [3, _index, "Global"]; lbSetCurSel [3, 0]; { ctrlSetText [(_x select 0), (_x select 1)]; buttonSetAction [(_x select 0), (_x select 2)]; } forEach CON_Console_Actions; _commandcounter = count CON_console_SavedCommands; _debugcounter = count debugarray; while {ctrlVisible 3} do { if ((count CON_console_SavedCommands > _commandcounter)) then { for [{_i=(_arraycounter)}, {_i < (count CON_console_SavedCommands)}, {_i=_i+1}] do { lbAdd [2, (CON_console_SavedCommands select _i)]; _arraycounter = count CON_console_SavedCommands; }; }; if ((count debugarray > _debugcounter)) then { for [{_i=(_debugcounter)}, {_i < (count debugarray)}, {_i=_i+1}] do { lbAdd [100, (debugarray select _i)]; _debugcounter = count debugarray; }; }; sleep 0.5; };}; if (_art == "exec") then { _befehl = _this select 1; _public = _this select 2; player groupChat format ["%1, %2", _befehl, _public]; if (_befehl != "") then { CON_console_SavedCommands = CON_console_SavedCommands + [_befehl]; }; if (_public == "Global") then { (format ["%1", _befehl]) call ISSE_pub_execPstr; } else { call compile format ["%1", _befehl]; }; };// Variables File // defineVars.sqf // Values for Taxes and its changes busting = false; GovernmentTaxAccount = 75000; TaxiMissionReward = 0; GblFuelTaxes = 66; GblWealthTaxLimit = 200000; GblWealthTax = 15; GblIncomeTaxClass1 = 10; GblIncomeTaxClass2 = 19; GblIncomeTaxClass3 = 26; GblIncomeTaxClass4 = 33; GblIncomeTaxClass5 = 41; GblWelfareIncomeLimit = 1000; GblWelfareBankLimit = 15000; PoliceChiefExtraPay = 1500; MayorExtraPay = 2000; // Obvious Variables MoneyArray = []; PlayersAccount = 0; harvestready = 0; isMayor = false; voteArray = []; MayorNumber = -1; ChiefNumber = -1; chiefarray = []; isChief = false; airtaxicost = 5000; isTerrorist = false; CopWaffenAvailable = 0; CopIsInPrison = false; CopInPrisonTime = 300; night = 0; shooting_self = 0; srHinbewegen = 0; deadcam = 0; isstunned = false; hatGanggebietErobert = false; Antwort = 0; CivTimeInPrison = 0; CopLog = []; konvoyrespawnzeit = 30; eigene_zeit = time; money_limit = ISSE_MAX_NUMBER; wantedbonus = 500; StunActiveTime = 15; moneyStehlenMax = 250000; CityLocationArray = [ [CityLogic1, 500], [CityLogic2, 250], [CityLogic3, 250], [CityLogic4, 250], [CityLogic5, 250], [CityLogic6, 250], [CityLogic7, 300], [CityLogic8, 350] ]; if (iscop) then { ['SpawnObj_RoadCone', 2] call INV_SetItemAmount; ['schluesselbund', 1] call INV_SetItemAmount; INV_LizenzOwner = INV_LizenzOwner + ["basic_police"]; } else { ['schluesselbund', 1] call INV_SetItemAmount; }; if (isundercover) then { ['schluesselbund', 1] call INV_SetItemAmount; }; if (isborderpatrol) then { ['SpawnObj_RoadBarrier_long', 2] call INV_SetItemAmount; }; // Add Swat License at start if (isswat) then { INV_LizenzOwner = INV_LizenzOwner + ["swat_training"]; }; lostWeapons = []; lostMagazines = []; // StartGear for Cops CopStartGear_Mags = [ "30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "8Rnd_9x18_MakarovSD", "8Rnd_9x18_MakarovSD", "8Rnd_9x18_MakarovSD", "8Rnd_9x18_MakarovSD", "8Rnd_9x18_MakarovSD" ]; CopStartGear_Weap = [ "Binocular", "MP5A5", "MakarovSD" ]; // StartGear for SWAT Units SWATStartGear_Mags = [ "20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "8Rnd_9x18_MakarovSD", "8Rnd_9x18_MakarovSD", "8Rnd_9x18_MakarovSD", "8Rnd_9x18_MakarovSD", "8Rnd_9x18_MakarovSD", "8Rnd_9x18_MakarovSD", "8Rnd_9x18_MakarovSD", "8Rnd_9x18_MakarovSD" ]; SWATStartGear_Weap = [ "Binocular", "M16A4_ACG", "MakarovSD" ]; // Start gear for Undercover Units UndercoverStartMags = [ "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9" ]; UndercoverStartWeap = [ "Binocular", "M9" ]; BodyguardStartMags = []; BodyguardStartWeap = []; if (not(iscop)) then {showGPS false;}; if (iscop) then { RadioTextMsg_1 = "Put your hands up!"; RadioTextMsg_2 = "Turn the engine off and get out of your vehicle!"; RadioTextMsg_3 = "Drop your weapon and put your hands in the air!"; RadioTextMsg_4 = "Get down!"; } else { RadioTextMsg_1 = "Dont shoot! I surrender!"; RadioTextMsg_2 = "Dont shoot! I surrender!"; RadioTextMsg_3 = "Dont shoot! I surrender!"; RadioTextMsg_4 = "Dont shoot! I surrender!"; }; RadioTextArt_1 = "direct"; RadioTextArt_2 = "direct"; RadioTextArt_3 = "direct"; RadioTextArt_4 = "direct"; JIP_PublicArray_ready = false; publicarbeiterarctionarray = []; JIP_Arbeiter_Action_Array = ""; ENV_SkipTimeDay = (floor(Param2/100)); SkipTimeNight = (Param2 mod 100); for [{_i=1}, {_i <= civscount}, {_i=_i+1}] do { call compile format ["bounty_civ%1 = 0;civ%1_wanted = 0; civ%1_arrest = 0;civ%1_markerjammed = 0; civ%1_account = 0;", _i]; }; { call compile format ["%1_needSupport = false;", _x]; } forEach (copstringarray + undercoverstringarray); local_arrest = 0; deadtimewait = 25; deadcoptimewait = 10; respawnzeit = 30; DeadWaitSec = respawnzeit; DeadTimeMax = 300; deadtimebonus = 0.001; deadtimes = 0; CopsKilled = 0; CivsKilled = 0; SelfKilled = 0; killstrafe = 1000; copteamkillstrafe = 5000; GildenErstellenCost = 50000; GildenEintrittCost = 10000; MaxPlayersProGilde = 5; EroberungenAktiv = false; WarteVorEroberung = 60 * 60; GangEroberungsZeit = 120; MinRegierungsPunkte = 100; RegierungsID = -1; isRegierung = false; isTerrorleader = false; GildenInfoArrays = []; GildenAnzahl = 0; isGildenMember = false; isGildenLeader = false; EigeneGildenId = -1; GildenLeaderTotPt = -10; EigenesGildenArray = []; GesetzAnzahl = 20; GesetzArray = [ "Drive on the right-hand side of the road", "Guns must to be holstered in cities", "Dont place your Hideout on the streets", "Ask before you shoot", "Obey the cops orders", "Drugs are illegal", "To own a vehicle or a gun you must have a licence for it", "", "", "", "", "", "", "", "", "", "", "", "", "" ]; GildenPunktCost = 1000; for [{_i=0}, {_i < civscount}, {_i=_i+1}] do {voteArray = voteArray + [ [] ]; }; for [{_i=0}, {_i < playercount}, {_i=_i+1}] do { chiefarray = chiefarray + [ [] ]; }; deadcam_target_array = [[17205.75,99198.17,-49454.65],[114238.47,12719.49,3040.26],[114238.47,12719.49,3040.28],[9396.48,-87407.76,-3495.99],[9396.48,-87407.76,-3495.72],[-85499.48,17145.94,-3497.86],[-81437.91,41177.12,-3500.26],[-68592.92,68496.92,-3504.91],[63894.18,99059.27,-3504.91],[57781.25,102312.13,-3505.24],[18155.12,112290.52,-3505.59],[114056.91,13559.94,-3506.64],[114056.91,13559.94,-3506.63],[12082.11,112377.59,-3507.94],[12082.11,112377.59,-3508.13],[12082.11,112377.59,-3507.88],[71475.13,94441.38,-3511.65],[79131.48,88521.11,-3512.17],[90116.62,77668.10,-3514.78],[93979.69,72896.55,-3515.45],[23989.44,112118.31,-3515.51],[111421.41,-10631.93,-3515.78],[111421.41,-10631.93,-3515.45],[111421.41,-10631.93,-3515.62],[-85207.23,22475.24,-3515.77],[-85269.09,22481.34,761.18],[-52542.68,-60176.11,-15820.92],[66335.50,-71098.57,-15831.98],[112733.68,9274.25,-15848.19],[112733.68,9274.25,-15848.03],[112733.68,9274.25,-15848.01],[112733.68,9274.25,-15848.28],[15793.38,-87445.16,-1975.57],[15793.38,-87445.16,-1975.58],[-85045.43,23679.19,-1976.55],[-2976.49,110953.34,-1977.04],[-2976.49,110953.34,-1976.94],[25975.48,-86795.57,-1977.29],[25975.48,-86795.57,-1977.28],[30152.87,-86219.98,-1977.49],[114191.58,8919.13,-1977.75],[114186.95,8335.76,-1978.02],[13212.45,-87514.59,-1978.28],[13212.45,-87514.59,-1978.39],[13328.19,-76559.05,-45508.50]]; deadcam_position_array = [ [14273.78,12365.67,19.16],[14263.33,12408.16,2.60],[14298.98,12408.27,2.60],[14315.21,12404.75,2.60],[14316.97,12369.89,2.60],[14319.17,12355.47,2.36],[14250.88,12357.08,2.60],[14119.63,12400.90,2.92],[14112.46,12403.60,2.08],[14121.08,12419.00,2.08],[14127.18,12457.75,2.08],[14124.96,12462.48,2.08],[14164.31,12462.91,2.08],[14171.92,12463.14,2.08],[14171.38,12538.25,2.08],[14171.13,12550.88,2.08],[14169.29,12568.52,2.08],[14193.91,12598.42,2.08],[14225.21,12646.20,2.08],[14239.44,12658.20,2.08],[14239.00,12658.38,2.08],[14239.94,12668.50,2.35],[14242.29,12667.94,2.33],[14246.04,12667.05,5.37],[14247.04,12668.54,5.41],[14242.96,12668.32,6.69],[14069.18,12697.18,7.22], [13992.32,12615.79,6.43],[14079.88,12514.44,6.43],[14160.67,12516.16,6.43],[14188.56,12525.49,6.43],[14251.50,12521.79,6.43],[14306.49,12523.45,1.69],[14306.37,12476.85,1.69],[14302.42,12474.65,1.69],[14278.19,12474.97,1.69],[14274.55,12488.17,1.69],[14274.79,12497.03,1.69],[14273.99,12491.74,5.46],[14274.33,12490.64,4.93],[14274.66,12458.02,4.93],[14297.66,12457.95,4.93],[14299.95,12459.04,5.23],[14299.66,12459.05,18.31],[14275.55,12451.36,19.46]]; deadcam_wechsel_dauer = 5; deadcam_kameraposition = 0; huren_cost = 5000; hoemoneyprosekunde = 500; maxhuren = 5; copworkerallowed = 1; pimpactive = 0; localhuren = 0; localhurencounter = 0; speedbomb_minspeed = 1; speedbomb_maxspeed = 100; speedbomb_mindur = 10; speedbomb_maxdur = 300; zeitbombe_mintime = 10; zeitbombe_maxtime = 120; BuyAbleBuildingsArray = [ ["shop1", "Shop 1", shop_buyflag1, 10000, 500, "shop", "ShopAblage_1"], ["shop2", "Shop 2", shop_buyflag2, 20000, 1000, "shop", "ShopAblage_2"], ["shop3", "Shop 3", shop_buyflag3, 30000, 1500, "shop", "ShopAblage_3"], ["wp1", "Workplace 1", workplace_buyflag1, 10000, 500, "wp", "WpAblage_1"], ["wp2", "Workplace 2", workplace_buyflag2, 20000, 1000, "wp", "WpAblage_2"], ["wp3", "Workplace 3", workplace_buyflag3, 30000, 1500, "wp", "WpAblage_3"] ]; BuildingsOwnerArray = []; HideoutArray = [ ["CampEmpty", localize "STRS_variablen_hideout_small", "Scripts\Resources\Bilder\haeuser\klein.JPG", 20000, [] ], ["CampEastC", localize "STRS_variablen_hideout_middle", "Scripts\Resources\Bilder\haeuser\mittel.JPG", 30000, [] ], ["CampEastC", localize "STRS_variablen_hideout_large", "Scripts\Resources\Bilder\haeuser\gross.JPG", 45000, [] ] ]; hideoutHouseArray = ["CampEmpty", "CampEastC", "CampEastC"]; hideoutNameArray = [localize "STRS_variablen_hideout_small", localize "STRS_variablen_hideout_middle", localize "STRS_variablen_hideout_large" ]; hideoutHousePictureArray = ["klein.jpg", "mittel.jpg", "gross.jpg"]; hideoutPriceArray = [20000, 30000, 45000]; hideout_bonus = 1500; hideout_arraynumber = -1; localhideoutmarker = ""; HideoutMarkerName = "hideoutmarker"; hideout_objarray = []; hideout_addons_cost = [2500, 75000, 5000, 3000]; hideout_addons_active = [0, 0, 0, 0]; hideout_addons_names = [localize "STRS_variablen_hideout_addon_firstaid", localize "STRS_variablen_hideout_addon_teleporter", localize "STRS_variablen_hideout_addon_banking"]; HideoutLocationArray = [ [CityLogic1, 500], [CityLogic2, 250], [CityLogic3, 250], [CityLogic4, 250], [CityLogic5, 250], [CityLogic6, 250] ]; INV_local_hashideout = 0; hideoutteleporton = 0; hideout_abgeschlossen = false; hideout_einbrucharray = []; publichideoutarray = []; JIP_Hideout_Flag_Array = []; SpawnAtHideout = false; marker_ausserhalb = Param1; marker_innerhalb = 5; marker_CopDistance = 150; CivMarkerUngenau = 30; copmarker_on = 1; if (iscop) then { "teleport1" setMarkerPosLocal [getpos cophospitaltent select 0, getpos cophospitaltent select 1]; teleport_cost = 35000; }; if (not(iscop)) then { "teleport1" setMarkerPosLocal [getpos hospitaltent select 0, getpos hospitaltent select 1]; teleport_cost = 55000; }; add_civmoney = 500; add_copmoney = 1750; add_workplace = 2500; uni_training_add = 900; workplacearray = [ [workplace1, 100], [workplace2, 100], [workplace3, 100] ]; timeinworkplace = 0; //respawnarray = [spawnflag_1, spawnflag_2, spawnflag_3, spawnflag_4, spawnflag_5, spawnflag_6, spawnflag_7, spawnflag_8, spawnflag_9, spawnflag_10]; respawnarray_mark = [getmarkerpos "spawn_mark1", getmarkerpos "spawn_mark2", getmarkerpos "spawn_mark3"]; if (debug) then { debugarray = debugarray + [ "Variablen.sqf ready." ]; }; _art = ((_this select 3) select 0); if (_art == "getajob_delivery") then { if (alreadygotaworkplacejob == 2) exitWith {player groupChat localize "STRS_workplacemission_searchalready";}; if (alreadygotaworkplacejob == 1) exitWith {player groupChat format [localize "STRS_workplacemission_already", workplacejob_deliveryname];}; alreadygotaworkplacejob = 1; _whereto = floor(random (count workplacejob_deliveryflagarray)); _msg = (workplacejob_deliverymsg select (round(random((count workplacejob_deliverymsg)-1)))); workplacejob_deliveryflag = workplacejob_deliveryflagarray select (_whereto); workplacejob_deliveryname = workplacejob_deliverynamearray select (_whereto); workplacejob_deliverymoney = ((round((player Distance workplacejob_deliveryflag)))*deliveryjobmulti); player groupChat format[localize _msg, workplacejob_deliveryname]; workplacemissioninfos = ["Delivery Mission", format["%1", (_whereto+1)]]; _action1_added = 0; while {true} do { if ((player distance workplacejob_deliveryflag <= 5) and (_action1_added == 0) and (alreadygotaworkplacejob == 1)) then { finishdeliveryaction = player addAction [localize "STRS_workplacemission_delivery_finishaction", "deliveryJob.sqf", ["finish_delivery"]]; _action1_added = 1; }; if (((player distance workplacejob_deliveryflag > 5) or (alreadygotaworkplacejob == 0)) and (_action1_added == 1)) then { player removeAction finishdeliveryaction; _action1_added = 0; }; if (alreadygotaworkplacejob == 0) exitWith { player removeAction finishdeliveryaction; }; sleep 1; }; }; if (_art == "finish_delivery") then { player removeAction finishdeliveryaction; player groupChat format[localize "STRS_workplacemission_delivery_finish", (workplacejob_deliverymoney call ISSE_str_IntToStr)]; // ['money', workplacejob_deliverymoney] call INV_AddInventoryItem; Deliverymissionreward = Deliverymissionreward + workplacejob_deliverymoney; alreadygotaworkplacejob = 0; workplacemissioninfos = ["", ""]; };onLoadIntro = $STRD_description_onloadintro; onLoadMission = $STRD_description_onloadmission; showCompass = 1; showGPS = 1; showMap = 1; showNotePad = 1; showWatch = 1; debriefing = 1; respawn = 3; respawnDelay = 30; disabledAI = 1; class Header{ gameType = Team; minPlayers = 1; maxPlayers = 32; }; titleParam1 = $STRD_description_param1; valuesParam1[] = {0, 30, 60, 120}; defValueParam1 = 0; textsParam1[] = {"Off", "30sec", "60sec", "120sec"}; titleParam2 = $STRD_description_time; valuesParam2[] = {1, 202, 404, 606, 808, 1010, 1004, 1006, 1008, 2010, 2020}; defValueParam2 = 1004; textsParam2[] = {"Realtime", "02 | 02", "04 | 04", "06 | 06", "08 | 08", "10 | 10", "10 | 04", "10 | 06", "10 | 08", "20 | 10", "20 | 20"}; class CfgSounds { sounds[] = {}; #include "sirenSounds.hpp" }; #include "dlgDefine.hpp" #include "graphicOptions.hpp" #include "someDlg.hpp" #include "animDlg.hpp" #include "freeCam.hpp" #include "miscDialog_cop.hpp" #include "miscDialogs_civ.hpp" #include "carKeys.hpp" #include "bankDlg.hpp" #include "lottoDlg.hpp" #include "mainMenuDlg.hpp" #include "miscDialogs2.hpp" #include "civMenuDlg.hpp" #define FontM "TahomaB" #define FontHTML "TahomaB" #define CT_STATIC 0 #define CT_BUTTON 1 #define CT_EDIT 2 #define CT_SLIDER 3 #define CT_COMBO 4 #define CT_LISTBOX 5 #define CT_TOOLBOX 6 #define CT_CHECKBOXES 7 #define CT_PROGRESS 8 #define CT_HTML 9 #define CT_STATIC_SKEW 10 #define CT_ACTIVETEXT 11 #define CT_TREE 12 #define CT_STRUCTURED_TEXT 13 #define CT_CONTEXT_MENU 14 #define CT_CONTROLS_GROUP 15 #define CT_XKEYDESC 40 #define CT_XBUTTON 41 #define CT_XLISTBOX 42 #define CT_XSLIDER 43 #define CT_XCOMBO 44 #define CT_ANIMATED_TEXTURE 45 #define CT_OBJECT 80 #define CT_OBJECT_ZOOM 81 #define CT_OBJECT_CONTAINER 82 #define CT_OBJECT_CONT_ANIM 83 #define CT_LINEBREAK 98 #define CT_USER 99 #define CT_MAP 100 #define CT_MAP_MAIN 101 #define ST_LEFT 0 #define ST_RIGHT 1 #define ST_CENTER 2 #define ST_MULTI 16 #define ST_PICTURE 48 #define ST_FRAME 64 #define ST_SHADOW 256 #define ST_NO_RECT 512 class RscText { type = CT_STATIC; idc = -1; style = ST_LEFT; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = FontM; sizeEx = 0.02; text = ""; }; class RscBgRahmen { type = CT_STATIC; idc = -1; style = ST_FRAME; colorBackground[] = {0.4, 0.4, 0.4, 0.75}; colorText[] = {0, 0, 0, 1}; font = FontM; SizeEX = 0.025; text = ""; }; class RscBackground { colorBackground[] = {0.4, 0.4, 0.4, 0.75}; text = ""; type = CT_STATIC; idc = -1; style = ST_LEFT; colorText[] = {1, 1, 1, 1}; font = FontM; sizeEx = 0.04; }; class RscPicture { type = CT_STATIC; idc = -1; style = ST_PICTURE; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = FontM; sizeEx = 0.02; text = ""; }; class RscBackgroundPicture { type = CT_STATIC; idc = -1; style = ST_PICTURE; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = FontM; sizeEx = 0.02; text = "dbg.pac"; }; class RscButton { type = CT_BUTTON; idc = -1; style = ST_CENTER; colorText[] = {0, 0, 0, 1}; font = FontHTML; sizeEx = 0.025; soundPush[] = {, 0.2, 1}; soundClick[] = {"ui\ui_ok", 0.2, 1}; soundEscape[] = {"ui\ui_cc", 0.2, 1}; default = false; text = ""; action = ""; colorActive[] = {0, 0, 0, 0}; colorDisabled[] = {0, 0, 0, 0.1}; colorBackground[] = {0,0,0,0.3}; colorBackgroundActive[] = {0,0,0,0.4}; colorBackgroundDisabled[] = {0,0,0,0.3}; colorFocused[] = {0.84,1,0.55,1}; colorShadow[] = {1, 1, 1, 0.1}; colorBorder[] = {0, 0, 0, 0.1}; offsetX = 0; offsetY = 0; offsetPressedX = 0; offsetPressedY = 0; borderSize = 0; soundEnter[] = {"", 0.15, 1}; }; class RscDummy : RscButton { x = -1.0; y = -1.0; idc = -1; w = 0.01; h = 0.01; default = true; }; class RscEdit { type = CT_EDIT; idc = -1; style = ST_LEFT; font = FontHTML; sizeEx = 0.02; colorText[] = {0, 0, 0, 1}; colorSelection[] = {0.5, 0.5, 0.5, 1}; autocomplete = false; text = ""; }; class RscLB_C { style = ST_LEFT; idc = -1; colorSelect[] = {0.4, 0.4, 0.4, 1}; colorSelectBackground[] = {0.2, 0.2, 0.2, 1}; colorText[] = {0.2, 0.2, 0.2, 1}; colorBackground[] = {0.4, 0.4, 0.4, 1}; font = FontHTML; sizeEx = 0.025; rowHeight = 0.04; }; class RscListBox: RscLB_C { soundSelect[] = {"", 0.1, 1}; type = CT_LISTBOX; }; class RscCombo: RscLB_C { type = CT_COMBO; wholeHeight = 0.3; soundSelect[] = {"", 0.15, 1}; soundExpand[] = {"", 0.15, 1}; soundCollapse[] = {"", 0.15, 1}; }; class RscSliderH { access = ReadandWrite; type = CT_SLIDER; idc = -1; sizeEx = 0.025; style = 1024; color[] = {0.2, 0.2, 0.2, 1}; colorActive[] = {1, 1, 1, 1}; }; class RscSliderV { access = ReadandWrite; type = CT_SLIDER; idc = -1; sizeEx = 0.025; style = 0; color[] = {0.2, 0.2, 0.2, 1}; colorActive[] = {1, 1, 1, 1}; };JFIFddDucky;Adobed           s!1AQa"q2B#R3b$r%C4Scs5D'6Tdt& EFVU(eufv7GWgw8HXhx)9IYiy*:JZjzm!1AQa"q2#BRbr3$4CS%cs5DT &6E'dtU7()󄔤euFVfvGWgw8HXhx9IYiy*:JZjz ?Q.|b.Dx\/ D`Ƹ& f1 mx/ ޞ6 O|&~$MỀci0Zx|F6!1Zv*Rv*UثXU1XɄAI& ()2qa.$b%ȌUr$ 2$ dmc^` SNiإ UثWb]OZ=8C#W]>A&.5GA@9b:":, |o@{Շ|ZNKwө?"uXZ5 ?n줏א<܁椏تZSO3m:4:2Y|jfa UpKIDKhk,)U(o']6X[Q)\#^}-b:z9-l RϹql 0-)M2W;r%ƀ#YyS%30ꄶ;ɀG$n̰^vqPq(uapd rU\.L" K|bUA' YNf7;e=qE  ?Ha UWIʴl rk_"4DEUzЖݫDs(ã͐JǕ}g6=">W˯AuRw2'Y;?ب]nS=žf<?zy~P:7yuUDӇTv2'\{>ػF)7~v~MkN9JcdU#@ ( QMMGDۣP+/ T t"r.D;;OP.$"[8va1Aw/N?q]gv4qe!;f}'~7|< m}(FR԰- ]v(c`HK)S6\Qߘ|4CO-Hf`y܁ap` \{hLvVu@Bj)@ ;,9d?hzr's]6eĢHۀ:W:Qò4śÒ\ ˘>݅aBM6Y#Խ{?yB? >"zGO<>Md[iإ|r<a`zd*5CtZËCL[ϊ 3v*UثBE'<2EWzux}4pJ_M&,{qi`٧S]/r$"#<;+_&bo4 $|5L cާ1˓X2\Ϋ=g?Zm? |)2P7c1g܃:qq/$uDpa7E,hG{lf&7[el"wibwtcA_m8K!?#&%}5c#!Pn\1 )&^Xr&DnLJDE݊v)v*UثWb]v*ӲFI$kO33Akq3oEɑj"Q0vwsu"Td9%X.e-. rUd9P9[b\ Ўb=SEI49$1t7M;(zmiw֮w>Ԋ0%P*J^m>Mơ| Eĕ+I=F(Qq%G '!ȟI_$|Gf3+rNDŽw(ϐeߥu ~=/oZEJt1󙿟/ſkҝ?V =g|Ƴ~|0xP 5ϗ̷oP>۷pH-H9|ޠ?mWcù?zI|;JrM"<w2VD^#M"3 b݊[]v*UثWbaWTcHq2cLFxX}L<,|GzS #kƑ4_ 19LEYl 2 e$s>#:}j'³7!h#vQ{:q8?;.m:bA{93ݺ͞6$,8PjNNO\ l5zNі<_H;5~+ BۦF ڟfpcD%>_:^b<ȑ=AQFbE:xa; 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_menge = _this select 1; if ((!INV_CanUseInventory) or (!INV_CanDropItem)) exitWith {player groupChat localize "STRS_inv_inventar_cannotdrop";}; if (_item call INV_getitemDropable) then { if ([_item, -(_menge)] call INV_AddInventoryItem) then { player groupChat localize "STRS_inv_inventar_weggeworfen"; } else { player groupChat localize "STRS_inv_inventar_drop_zuwenig"; }; } else { player groupChat localize "STRS_inv_inventar_ablege_verbot"; };// Check if Drugvehicle is alive or not and gives a hint if its not alive anymore if (!isServer) exitWith {}; while {true} do { if (!alive drugvehicle || !alive drug_einheit) exitwith { "hint localize ""STRS_drugdealer_destroyedorbusted"";" call ISSE_pub_execPstr; drug_einheit setdamage 1; drugvehicle setdamage 1; }; sleep 2; }; // Drugs Scripts // drugs.sqf _art = _this select 0; if (_art == "init") then { INV_drogenusesperre = 0; INV_drogen_usesperre = FALSE; INV_DrogenCounter = 0; }; if (_art == "use") then { _item = _this select 1; _anzahl = _this select 2; if (INV_drogenusesperre == 1) exitWith {player groupChat localize "STRS_inv_item_druguse_toomany";}; if (INV_drogen_usesperre) then {INV_drogenusesperre = 1;}; INV_DrogenCounter = INV_DrogenCounter + _anzahl; [_item, -(_anzahl)] call INV_AddInventoryItem; _endeZeit = time + 45 + (_anzahl * 10); _fadeInTime = 0; _fadeOutTime = 0; _faded = false; if (_item == "lsd") then { while {time < _endeZeit} do { _position = getpos player; _weite = 100; _x = _position select 0; _y = _position select 1; _z = _position select 2; _w1 = (random _weite) - (random _weite); _w2 = (random _weite) - (random _weite); _w3 = random 7; _f1 = random 1; _f2 = random 1; _f3 = random 1; _g1 = random 5; _g2 = random 10; _g3 = random 5; if (_w1 + _w2 > 100) then { _g1 = _g1 * 2; _g2 = _g2 * 2; _g3 = _g3 * 2; }; _v1 = random 0.05; _v2 = random 0.05; _v3 = 0.1 - random 0.075; Drop ["\ca\data\cl_basic", "", "Billboard", 1, 60, [_x + _w1, _y + _w2, _z + _w3], [_v1, _v2, _v3], 1, 1.275, 1, 0, [_g1, _g2, _g3], [ [_f1, _f2, _f3, 1], [_f2, _f1, _f3, 1], [_f3, _f2, _f1, 1] ], [0, 0, 0], 3, 0.2, "", "", ""]; if (time > _fadeInTime) then { titleCut ["","WHITE OUT",0]; _fadeOutTime = time + 1; _fadeInTime = time + 10; _faded = false; }; if ((time > _fadeOutTime) and (!_faded)) then { titleCut ["","WHITE IN",0]; _faded = true; }; sleep 0.001; }; }; if (_item == "kokain") then { while {time < _endeZeit} do { if (not(alive player)) exitWith {}; player setdamage ((damage player) - 0.01); if (vehicle player == player) then { _v1 = velocity player select 0; _v2 = velocity player select 1; _v3 = velocity player select 2; _v1add = (random 5 - random 5); _v2add = (random 5 - random 5); player setVelocity [_v1+_v1add, _v2+_v2add, _v3]; }; if (time > _fadeInTime) then { titleCut ["","WHITE OUT",0]; _fadeOutTime = time + 1; _fadeInTime = time + 10; _faded = false; }; if ((time > _fadeOutTime) and (!_faded)) then { titleCut ["","WHITE IN",0]; _faded = true; }; sleep 1; }; }; if (_item == "kokain_low") then { while {time < _endeZeit} do { if (not(alive player)) exitWith {}; player setdamage ((damage player) - 0.01); if (vehicle player == player) then { _v1 = velocity player select 0; _v2 = velocity player select 1; _v3 = velocity player select 2; _v1add = (random 4 - random 4); _v2add = (random 3 - random 3); player setVelocity [_v1+_v1add, _v2+_v2add, _v3]; }; if (time > _fadeInTime) then { titleCut ["","WHITE OUT",0]; _fadeOutTime = time + 1; _fadeInTime = time + 5; _faded = false; }; if ((time > _fadeOutTime) and (!_faded)) then { titleCut ["","WHITE IN",0]; _faded = true; }; sleep 1; }; }; if (_item == "marihuana") then { while {time < _endeZeit} do { if (not(alive player)) exitWith {}; player setdamage ((damage player) - 0.01); if (vehicle player == player) then { _v1 = velocity player select 0; _v2 = velocity player select 1; _v3 = velocity player select 2; _v1add = (random 5 - random 5); _v2add = (random 5 - random 5); player setVelocity [_v1+_v1add, _v2+_v2add, _v3]; }; if (time > _fadeInTime) then { titleCut ["","WHITE OUT",0]; _fadeOutTime = time + 1; _fadeInTime = time + 10; _faded = false; }; if ((time > _fadeOutTime) and (!_faded)) then { titleCut ["","WHITE IN",0]; _faded = true; }; sleep 1; }; }; titleCut ["","WHITE IN",0]; sleep 10; player groupChat localize "STRS_inv_item_druguse_ende"; INV_drogenusesperre = 0; INV_DrogenCounter = INV_DrogenCounter - _anzahl; };JFIFddDucky;Adobed           s!1AQa"q2B#R3b$r%C4Scs5D'6Tdt& EFVU(eufv7GWgw8HXhx)9IYiy*:JZjzm!1AQa"q2#BRbr3$4CS%cs5DT &6E'dtU7()󄔤euFVfvGWgw8HXhx9IYiy*:JZjz ?n*UثWb]v*Uث``b*Ȓ vr*;|Svznk"6GёmH茳VO9f3s[;]dD~_ꄹ{y S/q#.ǔHXu LbK|3uytghɧPh 8JDdqZ݊v*UثWb]v*UثWb]k%0UH2rqTPW)ݎ:1" ڧ)2vx[ioۍvc5w/EOcJ$k'?9We-\ۘ0zpDZv1I$VM$w7G,*^/LQЎJ|E2C BCXCj2\[+hI oʺ{:YpsFvY@͑ n),XBE0"/fLdL%e(ZثWb]v*Uث*δK 6M._eDާ|rǒ^htzyujy_IM"19b7rPyۗ ˾$Ėiuc3/9% !hv*V m\Rsa\Pe2çGZKp+=9 ) 6VvXY..?pN`"7?{~9z>~K:RWU߃RP:dpjMUiC;4;'"0@}3rW^1uf쌪s޹9}?#|w-0^ O9znXÒVG)wNy╆T3 ;:}YH[W}FE0>Rm\Q؆2͍VHAC"62qDm ÖPil:֌u;wr*GSj3Q.ϲ;.zv=]5Vr:LKLP{>FSߵ\[Mm#E2e4 2X|.)cHs ~{[TvGӔCaٝȌQzf|^pf(<^n^kԖ7&"8O3/> fO$\띊v*, h?=?qϏW*PHo0 3B_qjPj,7fFPpSȏhe:?{-$9>BE!BȒT0btP*sRwpfkb;!sYI;wC<dž=p%_'nVXhܧQ&Q }ïCG#HWSPFZ@"$!(!\dlH:.> S]S9.gP[p7>,s"6Ӭ`%$$%>hAәXC=>7\"aC ~?C7W0bݐ8˘rpk27 {ZP r%Jt`H;f'!/蝝8j}:4@\b'`1Hh3#p$bmHz~tsG"MCab{0)=dpP5*fS26w/uO 1^jVke}\r;c9,H )d6O2 f Luyǩh'3 Wɮ~L^lBc|NV [LƙwzX2'LK7mO@;ju:|!>p ܞCJOYM1'5'Ibظ͆Y‘9#'( A#bf*J"USE6y!f˥n9{P()lvR#'B}jxZkO&MOoˌ]gJ^.(UJ.Q#=kϊ#h]9#nh* b;wac#8Wsۂ:f^=TeψX/ԗKTVTz#8ئ>cbcShiF<~Y, жДFI}6i*2!s rϼqlpЊ5:惴pϋ}oǗN0S7c?zov*UثPSb)'~I6%&?ΫE.&SgAK!˷Rrf*y~nJ)=Q.+ E]gbZ#=̍4t3xf=Äz7N:ұB]r9xJcls#ҖcNY"E0t&?{=4uCRuu42p˓ݝcBٽs e%](ĝ']UÖKiipRІqGQ r)r]N(8?T|ybC+-\]~ O<\Ȏi@GOm{۶-nVɂPIژ3߸݂\BHzL/?foi+ xyI9WʂrMDË&ma9e 4foo`FdƮ| 5tUثVt P ht|U>OnEq_xysjv*Ѯ Ǣ˾U {[S dë29ID}h倜 [6wA\`&OԌDg#uG zvΉD4ߎH$Q8]>ZM/I;:fl"BwhQPU¿tcB3UNX4{S?J݃NG-̍NkqGgc$;sfVl8%, f2!%0 kOK}哖wb8t[ʲf OLŏa|_Sɚ\S6*jm0lC ),"c1As@e>rwv13PS6'A/&!fȆcJKU%Zse9#ؿwWƉjBFD7l0`p帴 _m(',=wYFZFfK|=ͩ<,xh}}jy͍tX.gl>dzŌgiv^3ȗu\~_0~ДTfvCDCvz?L5kv*ڱV :U:4Ko;P9G.i=O`QC{S#GGV|K}8ّ1?gH'`vdv8tީl?jIy(c¤q\qxr3vr p-"9c[g C%"㞙Lqj).26:< uN@hUvbF13 e2 e]j'V1b.܎{x͌xSAᐢ͌rz ~d:uX!3EEQg.ߧrJ葎0D)>8VeԉTc#W≮EP25Nd2IHr[F(c%, s7tkt0D9q wjeljs*9:V&|&C)sb#6%N*I"b1W4h]v*ڻ!kw $b[x48^y18XWbLė"Ctr/ hؗʱ +D^ 0o1rF;n wfJF8bh,rJsY xgz5Y xǍ?Z`*d'YiƔQDĕʤ]v[Y0&(N=x41get=12hUG9ó3rJ[=?ɹЊ[q^+ (f_rfy/f.0$55ʿMsF\츅%E,Ǡ̫ |XyB_KfAf@4ݏA 0T, N$bru !b#W;gGŏxmrJV:gQPMSjBit7 EҕaxQi呐<jq1>{,HZVo skǧ35IU#G7&SR-.U!vА0hr\a#+u,7G3N/U,H P1bz2f$i,$Pp!1q@7PR`Aӆ3j˧3S|vʼ|UIe$#Qy?`'gSR< 1N_KGO?'L|h'3sJP6Bi*4d?^_ <觏i).i1.4bt3e頝C{]ˀv W!?DkӲ$Q#,Kt~%I1!WO ΓYd.(к.6~'rL>p9-vRrzC],t߼1FxGRr>gpge!MB;{</ƈEoWo1 ocp+Y/Y!%EC%:^m|SNg,}D/.~㈖O+{MVY`OG&,;76b_͸>w,$iqyqnzr%qa\Ć(:֕4++3T QɍkdunhS$-nF0+(Aؓ1q#4P;;'lY\A7qHkXNL8i@hvˆ8[:kr_P&6(pG"Na޽ _Gyإ=2DYXV z*KQdkhT9<”xd u4GbOiꄼ_-2"wӃS.+{gbxI'/ElTYi[}J"jhO!}5]ֻr'2mPp9$lņ&a@~tXgP!v;/g@ խ+~Y!2y4Êz|y_0U4k'V& u&d5X erGq(b\ x*z:\2vfGw~7KiYcm:y.DbI%gb2PF hzg9ibP#Œ\3Ci3O3QS_sjvY2'Q5h;u1~;C$ud_bYKQ P(U9vhGQ?MLsaT Y(d_1 >kug SG1JUw4=;p&d6vi:HF#tY"w|y~p̺s甡bZGFWjB\d!Ѥ̿RI뛗ݐhyNޣm\%r}cS?~o5U .<h~^6v>%F7+ve#1($ 1&;V!gKqmXW1MoFc8hQp21?@15s{9Ol]\/PHWlcD3J]+-4vOŚNj#tF '_)Rc$߾jnfdJ[a\8I<~B{ 1}c ~2es>3^B7?cqFGj2xYc`3m#cHno2 z$c)L rJga@` .Ԏu=/ }K^Ѩ_s#IARG@ \-^SF1uSo/j'Ԋ FIe{pvFg[r^i$CF}ٕt,Z:@kSry}??je]6n M^>qo8߱sk>쏳;*E܌OQpz?bG)#fsʲm%zm˔!IOؘ- r|d=]6)3d3m %o@Ge=F-9"fD%8ji]o_u5V"FvV i81f|Rmj4xXO'h麴Q-nlP9 bO\CCz ̭jĐ¼^WB1.(GVh \AqǦ$M ~@m'edHt:-I9;tNrz`LgV>[~}BQ'(@|I7%Km5:b S2qrtzɜdȓtvjm۬dSz<9%+O?)[k_fa:~ךM{D]a0VKqcV>ȋ%d Gɻӥ('SJ7Zwd$i2aqhQ@Z\5Lw QMDO0oX栖n~sKĒ]ov(L=jw Oz~n O ׌983='Fu.c#fTnj:0W9'je"xz]4̨gȃs'%C8JQKLQv8R)n2>x2'\x5xNF@Sm;X[XDtZ+}aM}0c,Tysc7&ܤ2es.WfGu"92Y?w/C_X#! <owd7< w/Cuǁ0< w/uǁ }aqGC0#!X/C1_̅qAHy&Y9s޹p$HKif (!(createDialog "factory_manifacture")) exitWith {hint "Dialog Error!";}; _facNum = ((_this select 3) select 0); _facArray = INV_ItemFabriken select _facNum; _facItems = _facArray select 5; _facStorage = _facArray select 7; _index = lbAdd [1, localize "STRS_inv_fac_dia_herstellen"]; lbSetData [1, _index, ""]; { _index = lbAdd [1, (_x call INV_getitemName)]; lbSetData [1, _index, _x]; } forEach _facItems; lbAdd [2, localize "STRS_inv_fac_dia_lager"]; buttonSetAction [3, format["if ((lbCurSel 1) >= 0) then {[(lbData [1, (lbCurSel 1)]), %1, ctrlText 4] execVM ""factoryMakeItem.sqf""; closedialog 0; [0,0,0,[%1]] execVM ""facStorage.sqf"";};", _facNum] ]; _selected = (lbCurSel 1); while {ctrlVisible 1030} do { _slider = ctrlText 4; if (!(_slider call ISSE_str_isInteger)) then {_slider = "0";}; _slider = _slider call ISSE_str_StrToInt; if (_slider < 0) then {_slider = 0;}; ctrlSetText [3, format [localize "STRS_inv_description_factory_manifacture", _slider] ]; if (not((lbCurSel 1) == _selected)) then { _item = lbData [1, (lbCurSel 1)]; _selected = (lbCurSel 1); lbClear 2; lbAdd [2, localize "STRS_inv_fac_dia_lager"]; if (_item != "") then { _benoetigteItems = (_item call INV_getitemMaterials); { _aufLager = ([(_x select 0), _facStorage] call INV_GetStorageAmount); _anzeige = ((_x select 0) call INV_getitemName); lbAdd [2, format[localize "STRS_inv_facdialog_menge", _anzeige, (_x select 1), _aufLager] ]; } forEach _benoetigteItems; }; }; sleep 0.1;}; // Factory Details // factoryDetails.sqf // Manufacturable Items _weaponfactory = ["M9", "M9SD", "Makarov", "MakarovSD", "15Rnd_9x19_M9", "15Rnd_9x19_M9SD", "8Rnd_9x18_Makarov", "8Rnd_9x18_MakarovSD", "M16A2", "M4", "M4AIM", "M4A1", "G36K", "G36C", "G36A", "MP5A5", "MP5SD", "AK74", "AKS74U", "AKS74UN", "m16a4", "M16A4_ACG", "aks74pso", "30Rnd_556x45_Stanag", "30Rnd_556x45_G36","30Rnd_9x19_MP5", "30Rnd_9x19_MP5SD", "30Rnd_545x39_AK", "30Rnd_545x39_AKSD", "M24", "SVD", "KSVK", "M107", "5Rnd_762x51_M24", "10Rnd_762x54_SVD", "5Rnd_127x108_KSVK", "10Rnd_127x99_m107", "M4GL", "AK74GL", "M136", "JAVELIN", "STINGER", "RPG7V", "STRELA", "M240", "M249", "PK", "M16A4_GL", "M16A4_ACG_GL", "1Rnd_HE_M203", "1Rnd_HE_GP25", "100Rnd_762x51_M240", "200Rnd_556x45_M249", "100Rnd_762x54_PK", "M136_Mag", "JAVELIN_Mag", "STINGER_Mag", "PG7V_Mag", "PG7VR_Mag", "STRELA_Mag", "HandGrenade", "HandGrenadeTimed", "Mine", "MineE", "TimeBomb", "PipeBomb", "Binocular", "NVGoggles", "FlareWhite_GP25", "FlareGreen_GP25", "FlareRed_GP25", "Flare_YellowGP25", "FlareWhite_M203", "FlareGreen_M203", "FlareRed_M203", "FlareYellow_M203", "SmokeShellRed", "SmokeShellGreen","SmokeShell"]; _vehiclefactory = ["Landrover_Police", "Landrover_Closed", "Landrover", "hilux1_civil_1_open", "hilux1_civil_2_covered", "hilux1_civil_3_open", "datsun1_civil_1_open", "datsun1_civil_2_covered", "datsun1_civil_3_open", "Truck5tMG", "LandroverMG", "HMMWV50", "UAZMG", "M113", "Stryker_ICV_M2", "Truck5t", "Truck5tOpen", "Bus_city", "Ural", "UralCivil", "UralCivil2", "UralOpen", "UAZ", "HMMWV", "MH6", "M113Ambul", "BMP2Ambul", "M1030", "TT650G", "TT650C", "UH60MG", "M1Abrams"]; _itemfactory = ["fernzuenderbombe", "zeitzuenderbombe", "aktivierungsbombe", "geschwindigkeitsbombe", "selbstmordbombe", "kleinesreparaturkit", "reparaturkit","kanister", "nitro", "lockpick", "stoersender", "seil"]; _resourcefactory = ["mineraloel","ebauteile","schwarzpulver","kohle","glas","plastik","stahlwolle"]; _terrorfactory = ["mineraloel","ebauteile","stahl","schwarzpulver","fernzuenderbombe", "zeitzuenderbombe", "aktivierungsbombe", "geschwindigkeitsbombe", "selbstmordbombe", "kleinesreparaturkit", "reparaturkit", "kanister", "nitro", "lockpick", "M9", "M9SD", "Makarov", "MakarovSD", "15Rnd_9x19_M9", "15Rnd_9x19_M9SD", "8Rnd_9x18_Makarov", "8Rnd_9x18_MakarovSD", "M16A2", "M4", "M4AIM", "M4A1", "G36K", "G36C", "G36A", "MP5A5", "MP5SD", "AK74", "AKS74U", "AKS74UN", "m16a4", "M16A4_ACG", "aks74pso", "30Rnd_556x45_Stanag", "30Rnd_556x45_G36","30Rnd_9x19_MP5", "30Rnd_9x19_MP5SD", "30Rnd_545x39_AK", "30Rnd_545x39_AKSD", "M24", "SVD", "KSVK", "M107", "5Rnd_762x51_M24", "10Rnd_762x54_SVD", "5Rnd_127x108_KSVK", "10Rnd_127x99_m107", "M4GL", "AK74GL", "M136", "JAVELIN", "STINGER", "RPG7V", "STRELA", "M240", "M249", "PK", "M16A4_GL", "M16A4_ACG_GL", "1Rnd_HE_M203", "1Rnd_HE_GP25", "100Rnd_762x51_M240", "200Rnd_556x45_M249", "100Rnd_762x54_PK", "M136_Mag", "JAVELIN_Mag", "STINGER_Mag", "PG7V_Mag", "PG7VR_Mag", "STRELA_Mag", "HandGrenade", "HandGrenadeTimed", "Mine", "MineE", "TimeBomb", "PipeBomb", "Binocular", "NVGoggles", "FlareWhite_GP25", "FlareGreen_GP25", "FlareRed_GP25", "Flare_YellowGP25", "FlareWhite_M203", "FlareGreen_M203", "FlareRed_M203", "FlareYellow_M203", "SmokeShellRed", "SmokeShellGreen", "SmokeShell", "UH60MG","MH6", "stoersender", "stoersender_improved", "seil"]; _airvehiclefactory = ["UH60MG", "MH6_RACS", "UH60", "MH6", "Mi17_MG", "Camel", "Camel2"]; _constructionfactory = ["SpawnObj_Fortress", "SpawnObj_Danger", "SpawnObj_Gate", "SpawnObj_Shed", "SpawnObj_Wall", "SpawnObj_RoadCone", "SpawnObj_Fire", "SpawnObj_FenceWood", "SpawnObj_WireFence", "SpawnObj_Wire", "SpawnObj_RoadBarrier_long", "SpawnObj_blinkbarrier", "SpawnObj_minibunker", "SpawnObj_stall1", "SpawnObj_houses", "SpawnObj_housem", "SpawnObj_apartment", "SpawnObj_mansion", "SpawnObj_hotel", "SpawnObj_villa"]; _oresmelt = ["stahl", "gold_barren"]; _jewlery_list = ["Diamondring", "EDiamondring"]; _wasserfabrik_list = ["lowqualitywater", "normqualitywater1", "normqualitywater2", "highqualitywater"]; _foodfabrik_list = ["soup", "donut", "bread", "fish_filet", "whale_filet", "shark_filet"]; _alkfabrik_list = ["bier", "weizenbier", "starkbier", "rotwein", "rotweinhq", "weisswein", "weissweinhq", "zigarre", "zigarrefatlady"]; // The Factories INV_ItemFabriken = [ [WaffenFabrik_1, "factory1", "Weapon Factory", box_fabrik_1, dummyobj, _weaponfactory, 70000, "Fabrikablage1"], [FahrzeugFabrik_1, "factory2", "Vehicle Factory", dummyobj, FahrzeugFabrik_1, _vehiclefactory, 50000, "Fabrikablage2"], [ItemFabrik_1, "factory3", "Item Factory", dummyobj, dummyobj, _itemfactory, 30000, "Fabrikablage3"], [ressourcenfabrik_1, "factory4", "Resource Factory", dummyobj, dummyobj, _resourcefactory, 25000, "Fabrikablage4"], [terrorfabrik_1, "factory5", "Terrorists Factory", box_fabrik_2, terrorfabrik_1, _terrorfactory, 60000, "Fabrikablage5"], [FahrzeugFabrik_air, "factory6", "Air-Vehicle Factory", dummyobj, FahrzeugFabrik_air, _airvehiclefactory, 65000, "Fabrikablage6"], [ContructionFabrik, "factory7", "Contruction Factory", dummyobj, dummyobj, _constructionfactory, 110000, "Fabrikablage7"], [Ore_smelter, "factory8", "Ore Smelter", dummyobj, dummyobj, _oresmelt, 40000, "Fabrikablage8"], [Jewlery1, "factory9", "Jewlery Factory", dummyobj, dummyobj, _jewlery_list, 80000, "Fabrikablage9"], [WasserFabrik_flag, "factory10", "Water Factory", dummyobj, dummyobj, _wasserfabrik_list, 25000, "Fabrikablage10"], [FoodFabrik_flag, "factory11", "Food Factory", dummyobj, dummyobj, _foodfabrik_list, 30000, "Fabrikablage11"], [alkoholFabrik_1, "factory12", "Alkohol/Tobacco Factory", dummyobj, dummyobj, _alkfabrik_list, 50000, "Fabrikablage12"] ]; // Set Owners to Blank INV_Fabrikowner = []; // Farmable, Collectable Ressources INV_FarmItemArray = [ [ [["fishareamarkername_1", 300], ["fishareamarkername_2", 300]], "fisch", 5, 3, ["Ship"], "auto"], [ [["fishareamarkername_shark", 300]], "shark", 3, 1, ["Ship"], "auto"], [ [["fishareamarkername_whale", 300]], "whale", 2, 1, ["Ship"], "auto"], [ [["farmarea", 250]], "getreide", 7, 7, ["tractor"], "auto"], [ [["wald_marker1", 50], ["wald_marker2", 150], ["wald_marker3", 55]], "holz", 5, 5, ["man"], "click"], [ [["erzmine1", 50]], "eisenerz", 2, 5, ["man"], "click"], [ [["siliziummine1", 50]], "silizium", 6, 5, ["man"], "click"], [ [["kupfermine1", 50]], "kupfer", 5, 5, ["man"], "click"], [ [["schwefelmine1", 50]], "schwefel", 5, 3, ["man"], "click"], [ [["kohlemine1", 50]], "kohle", 5, 7, ["man"], "click"], [ [["oelquelle1", 400]], "erdoel", 5, 3, ["man"], "auto"], [ [["goldmine_marker", 60]], "gold_nugget", 7, 1, ["man"], "click"], [ [["harvestmarkername_diamondmine", 40]], "diamond", 4, 1, ["man"], "click"], [ [["seawater_harvest1", 200], ["seawater_harvest2", 500], ["seawater_harvest3", 500], ["seawater_harvest4", 300]], "salzwasser", 9, 2, ["ship"], "auto"], [ [["quellwasser1", 55], ["quellwasser2", 65], ["quellwasser3", 65]], "quellwasser", 7, 2, ["man"], "auto"], [ [["quellwasser_high1", 75]], "quellwasserhq", 7, 1, ["man"], "auto"], [ [["grapes_red1", 60]], "rotetrauben", 6, 2, ["man"], "auto"], [ [["grapes_redhigh1", 60], ["grapes_redhigh2", 65], ["grapes_redhigh3", 65]], "rotetraubenHQ", 5, 1, ["man"], "auto"], [ [["grapes_white1", 120]], "weissetrauben", 6, 2, ["man"], "auto"], [ [["grapes_whitehq1", 70], ["grapes_whitehq2", 60], ["grapes_whitehq3", 50]], "weissetraubenHQ",5, 1, ["man"], "auto"], [ [["hopfenernte_marker1", 140], ["hopfenernte_marker2", 100]], "hopfen", 6, 2, ["man"], "auto"], [ [["tabakernte_marker1", 100]], "tabak", 4, 2, ["man"], "auto"], [ [["sandgrube1", 50]], "sand", 5, 7, ["man"], "click"] ]; if ((_this select 0) == "") exitWith {player groupChat localize "STRS_inv_no_selection";}; _item = _this select 0; _fabriknum = _this select 1; _menge = _this select 2; if (!(_menge call ISSE_str_isInteger)) exitWith {player groupChat localize "STRS_inv_no_valid_number";}; _menge = _menge call ISSE_str_StrToInt; if (_menge <= 0) exitWith {}; _ablage = (INV_ItemFabriken select _fabriknum) select 7; _spawn = (INV_ItemFabriken select _fabriknum) select 4; _crate = (INV_ItemFabriken select _fabriknum) select 3; _BauMaterial = (_item call INV_getitemMaterials); _infos = _item call INV_getitemArray; _itemart = _infos call INV_getitemType; _GenugItems = true; { if ( ([(_x select 0), _ablage] call INV_GetStorageAmount) < ((_x select 1) * _menge) ) exitWith { _GenugItems = false; }; } forEach _Baumaterial; if (!_GenugItems) exitWith {player groupChat localize "STRS_inv_fac_not_enough";}; { [(_x select 0), -((_x select 1) * _menge), (_ablage)] call INV_AddItemStorage; } forEach _Baumaterial; if (_itemart == "Item") then { [_item, _menge, _ablage] spawn INV_CreateItem; }; if (_itemart == "waffe") then { [(_infos call INV_getitemClassName), _menge, _crate] spawn INV_CreateWeapon; }; if (_itemart == "magazin") then { [(_infos call INV_getitemClassName), _menge, _crate] spawn INV_CreateMag; }; if (_itemart == "Fahrzeug") then { while {_menge > 0} do { [_item, _spawn] spawn INV_CreateVehicle; sleep 6; _menge = _menge - 1; }; }; player groupChat localize "STRS_inv_fac_success"; call compile format['["%1", %1] spawn ClientSaveVar;', _ablage];JFIF`` ExifMM*bj(1r2i``Adobe Photoshop CS Windows2007:08:03 21:24:18&(. 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Look in flagActions.sqf for the action. _this = _this select 3; _item = _this select 0; _chance = _this select 1; _maxzahl = _this select 2; if (isNil("INV_FarmSpamSchutz")) then { INV_FarmSpamSchutz = false; }; if (INV_FarmSpamSchutz) exitWith {}; INV_FarmSpamSchutz = true; if ( (_chance >= (random 100)) ) then { _anzahl = (ceil(random(_maxzahl))); if ([_item, _anzahl] call INV_AddInventoryItem) then { player groupChat format[localize "STRS_inv_buyitems_get_erhalten", (_anzahl call ISSE_str_IntToStr), (_item call INV_getitemName)] } else { player groupChat localize "STRS_inv_buyitems_get_zuschwer"; }; }; sleep 0.2; INV_FarmSpamSchutz = false;JFIFddDucky;Adobed           s!1AQa"q2B#R3b$r%C4Scs5D'6Tdt& EFVU(eufv7GWgw8HXhx)9IYiy*:JZjzm!1AQa"q2#BRbr3$4CS%cs5DT &6E'dtU7()󄔤euFVfvGWgw8HXhx9IYiy*:JZjz ?n*UثWb[`f%ɄU2xDʉs1V @.1˞Rn_XfV4ӓ cy0˞<8EZMPD+r:Hom#t{`ȏ`44Ui亹!$nx1pig'?F~WՓ> {`K_ǿ˭C7zO˗.NT?MӮCstO'Oל4H_p@0AL\r^<{I䵻แ9J::2 )v@,(2W-SƠƇup\qS#$y$B,v*UثWb]dKlB.D"c&4ʉs\ ed=[ΓX]]NEJۋ瓯!}CnAg crjXjIܝry%3r6Q w5a]|Gߊo0o>Scϑ#L اAv&P0Ik|+kN&5}+$uh|o2Tgхh |l)4qu }Gkk{;xmbH-EcP`39$T3$yJΆJ/36k{Somg^Ϳ}ny9[i.\O} :/I]-k&3,Hh\G'qޔ5s4zw|msm=ĶQ6MUee4 70^E,q "堺Pq aIL8 g$ZثWb]v*Uثc `-UA.D!V\a2.QVu9[G>N^:fk_4 T|zGX;yVҋL͚{[9/Yu}mتsKt?iZ˴Gol}g[Wb!|q.:n_pZ$w>:EUbaz>qCqQcle.,P2d -ALJ,v*UثWb[뀶Y2AS'e2MAL+=M_>C:O7~|蟦?.fDK&hoHG*oJBx$2RL00)/Ny!l\ . 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":pxlb2Ou42<$ŝYI$P+L6b9+k1Xc8DeLrBMR|2\mGL`tMtOn|2bn< `(2K¹+i1[L,iءp ` Ȓvd Y!9X"LSm+q5՘#z/`c8d ֶI#DD%I*6ld235~[6Q(;0JJ׮ y̬W&_ec##.?o4G4Y\vk͛C=5wXmZqdxPr)UӨ ''i oK"ҿ͘ԙgHၜl?][7R7j M=ǓHGGCM(2A'P7iBK8r*rCq@K4ko)7 d10_0VbC)2HODu^-VЉ\05k㑊j؞8%ǘl[//aJҜ6߇5txO[ Z.\Ҧ]\Bv3 C27n@IT8zQ !$tf2*eN)2S& ,tFI2%W)vq%!ʌ< \@/ȶ>3Xzxf<{/Ť {iJFJ3e#\¢>d6Txr9wZ272vd4EۗC5aő{g ť u> y v .6P%{3|ӭafg,2.>Hcu!Z!bܟn&a8ׅs2[ =GcÇe&{3\!駖ɩ')vYWi1F4)6sFGZuYHFSyXЄBdo6ݘ9bLx=WgJQ!Duv >n>fsM2=Y{"ˌk!0b:;KImMJT^Xsb8%૤EGstrT xx1 {C(Gvf!*Z \^S5d74o*do_l,~n[ڇ G_Zz ^!;dt8Mݻq%v_Y` )nGݙYrC>][JmJx#.m:nχh|yxA"t;zJg-6BLs]4# WVOj#5,Sq5 #0ץ^R‡ûf6O\G.GZ\^<[D}uF0-ۏ0M~-exN=?I5~}~:W;{Kwb@Jz"|fY ټWSz/;P>#P,ZڋTY0QnQ;Ofp%>_/K59}knqv̼l&gξ['\"ͦ>0u'A{#zx?$7w/7E&<f>vg.K)FJJSzltt21ڹˆגHdmRVrz26jBcsd-)CI^9)!&ʌ\y 09Y K|In;Hn3&.dmix12 5) and (_i == _f1) and (_a1 == 1)) then {player removeaction _h1; _a1 = 0; _f1 = 0;}; }; for [{_i = 0}, {_i < (count INV_FarmItemArray)}, {_i = _i + 1}] do { _arr = (INV_FarmItemArray select _i); _added = (_Arr1 select _i); _isInArea = false; {if (((vehicle player) distance (getMarkerPos (_x select 0))) < (_x select 1)) then {_isInArea = true;};} forEach (_arr select 0); _hasVehicle = false; {if ((vehicle player) isKindOf _x) then {_hasVehicle = true;};} forEach (_arr select 4); if ((_arr select 5) == "click") then { if ((_isInArea) and (_hasVehicle) and (_added == 0)) then { call compile format ["action_farmer%1 = player addaction [localize ""STRS_inv_actions_itemgather"", ""farmStuff.sqf"", [""%2"", %3, %4]];", _i, (_arr select 1), (_arr select 2), (_arr select 3)]; _Arr1 set [_i, 1]; }; if ( ((not(_isInArea)) or (not(_hasVehicle)) or (NOT(alive player))) and (_added == 1)) then { call compile format ["player removeaction action_farmer%1;", _i]; _Arr1 set [_i, 0]; }; } else { if ((_isInArea) and (_hasVehicle)) then { [0,1,2, [(_arr select 1), (_arr select 2), (_arr select 3)]] execVM "farmStuff.sqf"; }; }; }; for [{_i=0}, {_i < (count INV_ItemFabriken)}, {_i=_i+1}] do { _flag = (INV_ItemFabriken select _i) select 0; _name = (INV_ItemFabriken select _i) select 1; _cost = (INV_ItemFabriken select _i) select 6; _ablage = (INV_ItemFabriken select _i) select 7; _owner = false; if (_name in INV_Fabrikowner) then {_owner = true}; if (player distance _flag <= 5) then { if ( (_owner) and (_a2 == 0) ) then { INV_action_facablage = player addaction [localize "STRS_inv_fac_storage", "storage.sqf", [_ablage, "save"]]; INV_action_facherstellen = player addaction [localize "STRS_inv_fac_mani", "facStorage.sqf", [_i]]; if (_a3 == 1) then {player removeaction INV_action_facbuy;}; _a2 = 1; _f2 = _i; }; if ( (not(_owner)) and (_a3 == 0) ) then { INV_action_facbuy = player addaction [format[localize "STRS_inv_fac_buy", (_cost call ISSE_str_IntToStr)], "buyFactory.sqf", [_i]]; _a3 = 1; _f2 = _i; }; }; if ((player distance _flag > 5) and (_a2 == 1) and (_f2 == _i)) then { player removeaction INV_action_facablage; player removeaction INV_action_facherstellen; _a2 = 0; }; if ((player distance _flag > 5) and (_a3 == 1) and (_f2 == _i)) then { player removeaction INV_action_facbuy; _a3 = 0; }; }; for [{_i = 0}, {_i <= (count INV_Lizenzen)}, {_i = _i + 1}] do { _flag = ((INV_Lizenzen select _i) select 1); _licensename = ((INV_Lizenzen select _i) select 2); _cost = ((INV_Lizenzen select _i) select 3); _added = _Arr2 select _i; if ((player distance _flag <= 5) and (_added == 0)) then { call compile format ["a_license%1 = player addaction [format[localize ""STRS_inv_actions_buy"", ""%2"", %3], ""buyLicence.sqf"", [%1, ""add""]];", _i, _licensename, (_cost call ISSE_str_IntToStr)]; _Arr2 set [_i, 1]; }; if ((player distance _flag > 5) and (_added == 1)) then { call compile format ["player removeaction a_license%1; ", _i]; _Arr2 set [_i,0]; }; }; // Remove Terror-Training custom# if (roleterrorist == 1) then { _licensename_drop = ((INV_Lizenzen select 0) select 2); if (((_removeterrortrain == 0) and (player distance terrorlicenseflag <= 5)) or ((player distance bailflag <= 5) and (_removeterrortrain == 0)) or ((player distance rathaus <= 5) and (_removeterrortrain == 0))) then { call compile format ["dropterrorlic = player addaction [format[localize ""STRS_inv_actions_remove"", ""%2""], ""buyLicence.sqf"", [%1, ""remove""]];", 0, _licensename_drop, (_cost call ISSE_str_IntToStr)]; _removeterrortrain = 1; }; if (((_removeterrortrain == 1) and (player distance terrorlicenseflag > 5)) and ((player distance bailflag > 5) and (_removeterrortrain == 1)) and ((player distance rathaus > 5) and (_removeterrortrain == 1))) then { call compile format ["player removeaction dropterrorlic;"]; _removeterrortrain = 0; }; } else { player removeaction dropterrorlic; }; sleep 1; }; _effekt = _this select 0; _ParticleParams = [ ["\Ca\Data\ParticleEffects\FireandSmokeAnim\SmokeAnim.p3d",8,1,8], "", "Billboard", 1, 37, [0, 0, 29], [0, 0, 0.09], 0, 11.0, 9, 0.075, [1, 1.5, 6, 22], [[0.1, 0.1, 0.1, 1], [0.15, 0.15, 0.15 , 0.7], [0.2,0.2,0.2,0.5], [0.3,0.3,0.3,0]], [0.08], 1,0, "", "", "" ]; _RandomParams = [ 5, [0, 0, 0], [0.25, 0.25, 0.25], 1, 0.5, [0.1,0.1,0.1,0.1], 1, 0 ]; if (_effekt == "rauch") then { _obj = (_this select 1); _pos = (_this select 2); while {true} do { _rauch= "#particlesource" createVehicleLocal _pos; _rauch setParticleRandom _RandomParams; _rauch setParticleParams _ParticleParams; _rauch setDropInterval 0.015; waitUntil {!(alive _obj)}; deleteVehicle _rauch; waitUntil {alive _obj}; }; }; if (_effekt == "licht") then { _object = _this select 1; _helligkeit = 0.1; _farbe = [0.5, 0.5, 0.5]; if ((count _this) > 2) then {_helligkeit = _this select 2;}; if ((count _this) > 3) then {_farbe = _this select 3;}; _light = "#lightpoint" createVehicleLocal [(getpos(_object) select 0), (getpos(_object) select 1), 0]; _light setLightBrightness _helligkeit; _light setLightAmbient _farbe; _light setLightColor _farbe; };class free_cam { idd = 2001; movingEnable = true; controlsBackground[] = {DLG_BACK1, DLG_BACK2, DLG_BACK3, DLG_BACK4}; objects[] = { }; controls[] = {button_left, button_right, button_up, button_down, button_nvgOn, button_nvgOff, halt, close, dummybutton,VL1, VL2, VL3, VL4, VL5, VL6, VL7, VL8, VL9, HL1, HL2, HL3, HL4, HL5, HL6, HL7,cross_horizontal, cross_vertical,CamSlider, LightSlider}; class VL1: RscText { x = 0.100; y = 0.200; w = 0.001; h = 0.600; colorBackground[] = {1,1,1,0.1}; }; class VL2: VL1 {x = 0.2;}; class VL3: VL1 {x = 0.3;}; class VL4: VL1 {x = 0.4;}; class VL5: VL1 {x = 0.5;}; class VL6: VL1 {x = 0.6;}; class VL7: VL1 {x = 0.7;}; class VL8: VL1 {x = 0.8;}; class VL9: VL1 {x = 0.9;}; class HL1: RscText { x = 0.100; y = 0.200; w = 0.800; h = 0.001; colorBackground[] = {1,1,1,0.1}; }; class HL2: HL1 {y = 0.3;}; class HL3: HL1 {y = 0.4;}; class HL4: HL1 {y = 0.5;}; class HL5: HL1 {y = 0.6;}; class HL6: HL1 {y = 0.7;}; class HL7: HL1 {y = 0.8;}; class DLG_BACK1: Rscbackground { x = -1.00; y = 0.00; w = 3.00; h = 0.20; colorBackground[] = {0,0,0,1}; }; class DLG_BACK2: Rscbackground { x = -1.00; y = 0.80; w = 3.00; h = 0.20; colorBackground[] = {0,0,0,1}; }; class DLG_BACK3: Rscbackground { x = -1.00; y = -1.00; w = 1.10; h = 3.00; colorBackground[] = {0,0,0,1}; }; class DLG_BACK4: Rscbackground { x = 0.90; y = -1.00; w = 1.10; h = 3.00; colorBackground[] = {0,0,0,1}; }; class cross_horizontal: RscText { x = 0.465; y = 0.500; w = 0.070; h = 0.002; colorBackground[] = {1,0.9,0.9,0.2}; }; class cross_vertical: RscText { x = 0.500; y = 0.465; w = 0.002; h = 0.070; colorBackground[] = {1,0.9,0.9,0.2}; }; class button_left : RscButton { idc = 21; x = 0.125; y = 0.140; w = 0.150; h = 0.040; colorBackground[] = {0.3,0.3,0.3,1}; text = $STRD_cam_description_100west; }; class button_up : RscButton { idc = 22; x = 0.325; y = 0.140; w = 0.150; h = 0.040; colorBackground[] = {0.3,0.3,0.3,1}; text = $STRD_cam_description_100north; }; class button_down : RscButton { idc = 23; x = 0.525; y = 0.140; w = 0.150; h = 0.040; colorBackground[] = {0.3,0.3,0.3,1}; text = $STRD_cam_description_100south; }; class button_right : RscButton { idc = 24; x = 0.725; y = 0.140; w = 0.150; h = 0.040; colorBackground[] = {0.3,0.3,0.3,1}; text = $STRD_cam_description_100east; }; class button_nvgOn : RscButton { idc = 25; x = 0.10; y = 0.82; w = 0.15; h = 0.04; colorBackground[] = {0.3,0.3,0.3,1}; text = $STRD_cam_description_nvgon; }; class button_nvgOff : RscButton { idc = 26; x = 0.30; y = 0.82; w = 0.15; h = 0.04; colorBackground[] = {0.3,0.3,0.3,1}; text = $STRD_cam_description_nvgoff; }; class halt : RscButton { idc = 27; x = 0.50; y = 0.82; w = 0.15; h = 0.04; colorBackground[] = {0.3,0.3,0.3,1}; text = $STRD_cam_description_halt; }; class close : RscButton { idc = 28; x = 0.70; y = 0.82; w = 0.15; h = 0.04; colorBackground[] = {0.3,0.3,0.3,1}; text = $STRD_description_close; }; class CamSlider : RscSliderV { idc = 10; x = 0.05; y = 0.20; w = 0.04; h = 0.70; }; class LightSlider : RscSliderV { idc = 11; x = 0.92; y = 0.20; w = 0.04; h = 0.70; }; class dummybutton : RscDummy { idc = 1029; }; };//Fuel Stations Price per 1Liter/1gallom and Fuel Stations Arrays //fuelStationVars.sqf TankenCost = 4; TankstellenArray = [ tankstelle_fahne1, tankstelle2, tankstelle3, tankstelle4, tankstelle5, tankstelle_base, tankstelle6, disable_tanke2, disable_tanke3, disable_tanke4, disable_tanke5, disable_tanke6, disable_tanke7, disable_tanke8 ]; AVGAS_TankenCost = 90; AVGAS_TankstellenArray = [ avgas_tanke1 ];JFIFddDucky<Adobed       !1AQ"aq2#BRrb3%c$!1AQaq"2BR#b3$r ?R"yϹʪɌ8ԂH]pV1mO78u2EDQȫq[v_ĸE+!s\dEDQDEz D pE}\w@^b} XW|U]LϒwT՜y r]MOB RA_Pc4xEzTlI-d?1#`=2E1έ#kSOD,ZJ^=t[q<<3k|DsT](宀A|^ؘә#$pnc 7%rƔIX#"*Hs Z"(O'f4*#dv1YƑ$Z6lADDQQ־\j6xkLlӨj|[h3@%@gi&ڽV;Z iuҫuk9㗂Fݳ7JaXƯM!քzm`Andkkcۏ@.vswefkJ2dV.|P{rRAO"!q,?Hd#lpb=ku1 OMl:qQoW224XK_5{bUU[du?vs6y8N0q%hp+&2B jڷ.Y,ґLs%͆b ۭ®DgJq폆l`fG'.O>rLHӮD؛\_MMoi.>9,qÏY[Nx_`nRRB RcNa}>;[,~(ʍn.Gãu7 :k BHUce,,jp5CYmƨ|T^Iv \aLADԋQDQDRq٢hL2A t5۰kF 8UK:Hƶko0TP̌K@?*Q'A.AP8|Om U?M6|cYTDFP Zhw>ķAIבQDEDQDEDQDE+̆d2H-DZvȰ7lUdԧ{v(Uջc&Gv}sΈ5M|am?L]]++n b8rqamO[wzZJ;};c1SU˄mɋ'!滻4Sn%ZP.ڍP5bzj-H#9HLYňnUOle~{*Aֺ#Enl+cwKCR|{}? cI9j.9d*Й,@! $HfC,VmH]ktt|AjP+dQEԝ~?1Vo.E[qN-.GUkp 6ꬽAx_,'1ŮpBՂe Պ A{xWT,.s6L9Y1,HŃ{Jֵ{XZ%npi-dMg/'FvIBmZZ~?U4jxS36SyR#&9t(ȰQ#̕/pZ8$=m0Ǐ 0^;ZD䤹$Sh $#MO5O1>ImmCK+dYHk 5"M-<^jrU\(""(""("I DS;V.;֢-/s,.,E` R@$gK'm#&qR;|11joLwG'o| q,| strB=Ů-aP[ܺ#Jw m(񓸏<]rl6#ܼYmL꿫..槸- 1Ӗ<9y}MrFf|>i>ӧ*R".opՌnd2 g Y^ Ϲn¶+.47 :yjYܐ$t? yuck)_uVջ`"[汤DrT%^L:N*$ <2Ihݰ ~P\F-Ekw& W78OfQ-¾ԇ4ͫ{r2w(Aq9Xv&#ºl_浐(,t٥vmji(J"(TBG&¼s*Hsq7rT%+զǩiymk{4JyWն cghPtUjQu4]5ŠM\@9TW oj8 UV̆Zǵb/bwm_O2m9gmXL{U$vmʄ HDEDQDEDQDEDQJ"ܤ j"и3Ug j3V̍pwxSMw|{w2?案 EAupA \l̼W/3XlT-^HG|֝"dͳm?b.ջnr;ϩ2}ZehKeq[3]Ԋ1Vy~|T//9Tzw}O_toRO+`iZ[^>+nZ} >+wQ.>;DSس7W4j7- 6Ji\SM.BCCA$,KȄd8/i1Ќ<8Q6lY5FnzњV{T7y#u;;M4C+k0ϒ`;?X;#)OVR8fsˇ*iL@T[I?F `iho?t6WSE+jo8yMzr䶽O0GMJA1۹ӫV73JgRWgWU>e9)e9ٕ1`=Tqٖ.9(1Ө9~ܿHȽ@Ut1iH:-gϸsN()A@k5޷_ܲRhFU1YQs-鶕Z;4@u8QQDEDQDEDQDEDQD^j"u0 ׍ٱ_Y-$DujIpr{"9j~QcL$^j-49[\;:xbHYbb! 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BHk-UbGI]v+Cs. eQ\~ O>@Dg'!͕7eSԖIm]`s@4_ݶɶ0$;jh+_-{ F(Ap^8&u*EDQDEDQټykIJEg?!XHRm-]<̩A8]Di$1t(ZCGWMZX屽B> W.#io#RμmĂQmmFV0f_\ͣ f4 ]OhS EA#4UjZAq|V]"ɓ,ݙP lF}s |pӖ)*@"(.ʛ"7yqHc҈1̑2-$N,A(rR;x{ kD,eAj`> 廔+^Zo/p=z^ (e(jx/?Sdw{Cݟ4n/˞9."ąf[ܐH^֬'S &!!.-hхx5Uņ~YWh"bيGrY?+f(L$I_68_AגݎٱoX;Fɶ0֧&iYikk֨#e|q#QiTϙlX6\[~;m1ۡSOyb$Iҳ{;CkeƭS.jcqk)dXLzO^Re[w}6ultvltj֭^)oяF>42 $,z1!@rn"O ׸Ch>)_jc+j k߯yu#xY60x{w wc2 'UMY6E[WsQSjEj8yGHNJV2OV>3 ݣ_bB_]5䭻B:ظGS<V~y)sY)"rGUtCno'-΄W2R}˙'@D@իΫ-$+ KIHqו}Uj{ɫC`Wa۴jkey.`'Dc2xpJ̺t[{ÍVװ41]QJqy\Mq14~ Aci{+^#;X*8őq@I$QMK`?6H\VxLجb* 2"Ǒd{arN5d !մDF481;8{n_H'VV=)Pþ5& pK ޥpN5d`rݷcἓ#<,|:K%zA->ߘ_:Y5ډ8D㜜mldq@VV\qPw8b6W9%b^;AKL.@:UtW;9Z N㱞k(j:Gc4ݰճ#WvUnXX|mYj(#=ı9~꨸ 1rvnjѸԌWopHn+J,gM`E.sME"T\{T\yTb$; "E*/bEڔ@2^WϝE@f"J/CyEܐ.GOW >J.kՂ%QsD :/A!zHS׀tvdz^*iafv#ȓ^#y$+D\{TQxi$afb@szn̒+kڷH̸È1嵲 l@޵nKZ*3eF%2235dҺL@0mE,:Znjӻ/!+Hkig$nz\Y5^Qx"// Item Descriptions // getConfigInfo.sqf ISSE_Cfg_WeaponInfo = { private["_cfg", "_name", "_DescShort", "_DescLong", "_Pic", "_Type"]; _name = _this; _cfg = (configFile >> "CfgWeapons" >> _name); _DescShort = if (isText(_cfg >> "displayName")) then { getText(_cfg >> "displayName") } else {"/"}; _DescLong = if (isText(_cfg >> "Library" >> "libTextDesc")) then { getText(_cfg >> "Library" >> "libTextDesc") } else {"/"}; _Pic = if (isText(_cfg >> "picture")) then { getText(_cfg >> "picture")} else {"/"}; _Type = if (isText(_cfg >> "type")) then { parseNumber(getText(_cfg >> "type"))} else {getNumber(_cfg >> "type")}; [_DescShort, _DescLong, _Type, _Pic] }; ISSE_Cfg_MagazineInfo = { private["_cfg", "_name", "_DescShort", "_DescLong", "_Type", "_Count"]; _name = _this; _cfg = (configFile >> "CfgMagazines" >> _name); _DescShort = if (isText(_cfg >> "displayName")) then { getText(_cfg >> "displayName")} else {"/"}; _DescLong = if (isText(_cfg >> "Library" >> "libTextDesc")) then { getText(_cfg >> "Library" >> "libTextDesc") } else {"/"}; _Pic = if (isText(_cfg >> "picture")) then { getText(_cfg >> "picture")} else {"/"}; _Type = if (isText(_cfg >> "type")) then { parseNumber(getText(_cfg >> "type"))} else {getNumber(_cfg >> "type")}; _Count = if (isText(_cfg >> "count")) then { parseNumber(getText(_cfg >> "count"))} else {getNumber(_cfg >> "count")}; [_DescShort, _DescLong, _Type, _Pic] }; ISSE_Cfg_VehicleInfo = { private["_cfg", "_name", "_DescShort", "_DescLong", "_Type", "_MaxSpeed", "_MaxFuel"]; _name = _this; _cfg = (configFile >> "CfgVehicles" >> _name); _DescShort = if (isText(_cfg >> "displayName")) then { getText(_cfg >> "displayName")} else {"/"}; _DescLong = if (isText(_cfg >> "Library" >> "libTextDesc")) then { getText(_cfg >> "Library" >> "libTextDesc")} else {"/"}; _Pic = if (isText(_cfg >> "picture")) then { getText(_cfg >> "picture")} else {"/"}; _Type = if (isText(_cfg >> "type")) then { parseNumber(getText(_cfg >> "type"))} else {getNumber(_cfg >> "type")}; _MaxSpeed = if (isText(_cfg >> "maxSpeed")) then { parseNumber(getText(_cfg >> "maxSpeed"))} else {getNumber(_cfg >> "maxSpeed")}; _MaxFuel = if (isText(_cfg >> "fuelCapacity")) then { parseNumber(getText(_cfg >> "fuelCapacity"))} else {getNumber(_cfg >> "fuelCapacity")}; [_DescShort, _DescLong, _Type, _Pic, _MaxSpeed, _MaxFuel] }; ISSE_Cfg_Weapons_GetName = {(_this call ISSE_Cfg_WeaponInfo) select 0 }; ISSE_Cfg_Weapons_GetDesc = {(_this call ISSE_Cfg_WeaponInfo) select 1 }; ISSE_Cfg_Weapons_GetType = {(_this call ISSE_Cfg_WeaponInfo) select 2 }; ISSE_Cfg_Weapons_GetPic = {(_this call ISSE_Cfg_WeaponInfo) select 3 }; ISSE_Cfg_Magazine_GetName = {(_this call ISSE_Cfg_MagazineInfo) select 0 }; ISSE_Cfg_Magazine_GetDesc = {(_this call ISSE_Cfg_MagazineInfo) select 1 }; ISSE_Cfg_Magazine_GetType = {(_this call ISSE_Cfg_MagazineInfo) select 2 }; ISSE_Cfg_Magazine_GetPic = {(_this call ISSE_Cfg_MagazineInfo) select 3 }; ISSE_Cfg_Vehicle_GetName = {(_this call ISSE_Cfg_VehicleInfo) select 0 }; ISSE_Cfg_Vehicle_GetDesc = {(_this call ISSE_Cfg_VehicleInfo) select 1 }; ISSE_Cfg_Vehicle_GetType = {(_this call ISSE_Cfg_VehicleInfo) select 2 }; ISSE_Cfg_Vehicle_GetPic = {(_this call ISSE_Cfg_VehicleInfo) select 3 }; ISSE_Cfg_Vehicle_GetSpeed = {(_this call ISSE_Cfg_VehicleInfo) select 4 }; ISSE_Cfg_Vehicle_GetFuel = {(_this call ISSE_Cfg_VehicleInfo) select 5 }; _art = ((_this select 3) select 0); if (_art == "weaponjob") then { _label = ((_this select 3) select 1); if (_label == "anfang") then { if (workplacejob_waffe_active == 1) exitWith {player groupChat format [localize "STRS_workplacemission_weapon_alreadyhave",workplacejob_waffe];}; if (workplacejob_waffe_sperre == 1) exitWith {player groupChat format [localize "STRS_workplacemission_weapon_zeitsperre",(workplacejob_waffe_sperrzeit call ISSE_str_IntToStr)];}; _num = (ceil(random (count INV_AlleWaffenObjekte))); workplacejob_waffe_active = 1; workplacejob_waffe = (((INV_AlleWaffenObjekte select _num) select 2) select 0); workplacejob_waffe_addmoney = (((workplacejob_waffe call GetObjektInfos) select 2)+workplacejob_waffe_bonus); player groupChat format [localize "STRS_workplacemission_weapon_startjob",workplacejob_waffe]; }; if (_label == "ende") then { if (player hasWeapon workplacejob_waffe) then { if (workplacejob_waffe_active == 0) exitWith {player groupChat "STRS_workplacemission_weapon_donthave";}; workplacejob_waffe_sperre = 1; workplacejob_waffe_active = 0; player removeWeapon workplacejob_waffe; ['money', workplacejob_waffe_addmoney] call INV_AddInventoryItem; player groupChat format [localize "STRS_workplacemission_weapon_finish", workplacejob_waffe, (workplacejob_waffe_addmoney call ISSE_str_IntToStr)]; workplacejob_waffe = ""; sleep (workplacejob_waffe_sperrzeit*60); workplacejob_waffe_sperre = 0; } else { player groupChat format [localize "STRS_workplacemission_weapon_cannotfinish",workplacejob_waffe]; }; }; };_art = _this select 0; _item = _this select 1; _menge = _this select 2; _itemanzeige = (_item call INV_getitemName); if (_art == "uebergabe") then { _spielernum = call compile (_this select 3); _spieler = INV_PLAYERSTRINGLIST select _spielernum; _playerobject = INV_PLAYERLIST select _spielernum; if (!(_spieler call ISSE_UnitExists)) exitWith {player groupChat localize "STRS_inv_not_ingame";}; if (_playerobject == player) exitWith {player groupChat localize "STRS_inv_inventar_uebergabe_self";}; if (player distance _playerobject > 20) exitWith {player groupChat localize "STRS_inv_inventar_uebergabe_distance";}; if (!(_item call INV_getitemGiveable)) exitWith {player groupChat localize "STRS_inv_inventar_uebergabe_verbot";}; if (!([_item, -(_menge)] call INV_AddInventoryItem)) exitWith {player groupChat localize "STRS_inv_inventar_uebergabe_zuwenig";}; format ["if (player == %1) then {[""bekommen"", ""%2"", %3, %4] execVM ""giveItem.sqf"";};", _playerobject, _item, _menge, player] call ISSE_pub_execPstr; player groupChat format [localize "STRS_inv_inventar_uebergabe_success_self", name _playerobject, (_menge call ISSE_str_IntToStr), _itemanzeige];}; if (_art == "bekommen") then { _spieler = _this select 3; if ([_item, _menge] call INV_AddInventoryItem) then { player groupChat format[localize "STRS_inv_inventar_gotfromotherplayer", (_menge call ISSE_str_IntToStr), _itemanzeige, name _spieler]; } else { format ["if (player == %1) then {[""%2"", %3] call INV_AddInventoryItem;};", _spieler, _item, _menge] call ISSE_pub_execPstr; 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_art = _array select 0; _money = 'money' call INV_GetItemAmount; if (_art == "clienterstellen") then { _gildenname = _array select 1; if (iscop) exitWith {player groupChat localize "STRS_gilde_cop";}; if (_gildenname == "") exitWith {player groupChat localize "STRS_gilde_keinname";}; if (isGildenMember) exitWith {player groupChat localize "STRS_gilde_schonmember";}; if (_money < GildenErstellenCost) exitWith { player groupChat format [localize "STRS_gilde_keinmoney", (GildenErstellenCost call ISSE_str_IntToStr)]; }; if ((_gildenname call ISSE_str_Length) > 60) exitWith {player groupChat localize "STRS_text_zu_lang";}; ['money', -(GildenErstellenCost)] call INV_AddInventoryItem; (format ["if (local server) then {GildenInfoArrays = GildenInfoArrays + [ [GildenAnzahl, ""%2"", """", %3, 0, [%1], [], false, true] ]; GildenAnzahl = GildenAnzahl + 1;}; if (player == %1) then {isGildenMember = true; isGildenLeader = true;};", player, _gildenname, round(time)]) call ISSE_pub_execPstr; player groupChat format [localize "STRS_gilde_erstellt", _gildenname, (EigeneGildenId call ISSE_str_IntToStr)]; }; if (_art == "clientbeitreten") then { _gildenid= call compile (_array select 1); _dialogauswahl = _array select 2; if (_dialogauswahl == -1) exitWith {player groupChat localize "STRS_gilde_keinegewaehlt";}; if (iscop) exitWith {player groupChat localize "STRS_gilde_cop";}; if (isGildenMember) exitWith {player groupChat localize "STRS_gilde_schonmember";}; if (_money < GildenEintrittCost) exitWith { player groupChat format [localize "STRS_gilde_beitreten_keinmoney", (GildenEintrittCost call ISSE_str_IntToStr)]; }; (format ["if (local server) then {[0, 0, 0, [""serverbeitreten"", %1, %2]] execVM ""guildsTerrorMisc.sqf""};", player, _gildenid]) call ISSE_pub_execPstr; }; if (_art == "serverbeitreten") then { _spieler= _array select 1; _gildenid = _array select 2; _gildenpos = _gildenid call GetGildenPos; if (_gildenpos == -1) exitWith {}; if (((count ((GildenInfoArrays select _gildenpos) select 5)) > MaxPlayersProGilde) or ((count ((GildenInfoArrays select _gildenpos) select 5)) == 0) or (not((GildenInfoArrays select _gildenpos) select 8))) then { (format ["if (player == %1) then {player Groupchat localize ""STRS_gilde_zuviele"";};", _spieler]) call ISSE_pub_execPstr; } else { _memberarray = (((GildenInfoArrays select _gildenpos) select 5) + [_spieler]); (GildenInfoArrays select _gildenpos) SET [5, _memberarray];(format ["if (player == %1) then {player groupChat format [localize ""STRS_gilde_beigetreten"", GildenEintrittCost]; [""money"", -(GildenErstellenCost)] call INV_AddInventoryItem; isGildenMember = true; isGildenLeader = false; EigeneGildenId = %3;}; if (player == %2) then {player groupChat format [localize ""STRS_gilde_beigetreten_leader"", %1, %4]; [""money"", GildenErstellenCost] call INV_AddInventoryItem;};", _spieler, (_memberarray select 0), _gildenid, (GildenEintrittCost call ISSE_str_IntToStr)]) call ISSE_pub_execPstr; }; }; if (_art == "clientverlassen") then { if (iscop)exitWith {player groupChat localize "STRS_gilde_cop";}; if (not(isGildenMember)) exitWith {player groupChat localize "STRS_gilde_keinegilde";}; (format ["if (local server) then {[0, 0, 0, [""serververlassen"", (%1), (%2)]] execVM ""guildsTerrorMisc.sqf"";}; if (player == %1) then {isGildenMember = false; isGildenLeader = false; EigeneGildenId = -1;};", player, EigeneGildenId]) call ISSE_pub_execPstr;player groupChat localize "STRS_gilde_verlassen"; }; if (_art == "clientkick") then { _spielerstr = _array select 1;_auswahlnum = _array select 2; if (_auswahlnum == -1) exitWith {}; _spieler = call compile format ["%1", _spielerstr]; (format ["if (local server) then {[0, 0, 0, [""serververlassen"", (%1), (%2)]] execVM ""guildsTerrorMisc.sqf"";}; if (player == %1) then {isGildenMember = false; isGildenLeader = false; EigeneGildenId = -1; player groupChat localize ""STRS_gilde_rausgeworfen"";};", _spieler, EigeneGildenId]) call ISSE_pub_execPstr; }; if (_art == "serververlassen") then { _spieler = _array select 1; _gildenid = _array select 2; _altergildenleader = ""; _gildenleader= ""; _gildenpos= _gildenid call GetGildenPos; if (_gildenpos == -1) exitWith {}; _altergildenleader = (((GildenInfoArrays select _gildenpos) select 5) select 0);_memberarray = (((GildenInfoArrays select _gildenpos) select 5) - [_spieler]); (GildenInfoArrays select _gildenpos) SET [5, _memberarray]; if ((count _memberarray) > 0) then {_gildenleader = (_memberarray select 0); if (_gildenleader == _altergildenleader) then { (format ["if (player == %1) then {player Groupchat localize ""STRS_gilde_verlassen_leader"";};", _gildenleader]) call ISSE_pub_execPstr; } else { (format ["if (player == %1) then {player Groupchat localize ""STRS_gilde_newleader""; isGildenLeader = true;};", _gildenleader]) call ISSE_pub_execPstr; }; }; }; // Crazy Nested Statements for Terrorists if (_art == "clientloop") then { NeueGildenInfoArrays = ""; while {true} do{ waitUntil {(not(NeueGildenInfoArrays == ""))}; call compile format ['GildenInfoArrays = %1', NeueGildenInfoArrays]; if (isGildenMember) then { for [{_i=0}, {_i < (count GildenInfoArrays)}, {_i=_i+1}] do { _gilde = (GildenInfoArrays select _i); if (player in (_gilde select 5)) then { EigeneGildenId = (_gilde select 0); if (_gilde select 7) then { isRegierung = true; if (isGildenLeader) then { isTerrorleader = true; }else{ isTerrorleader = false; }; } else { isRegierung = false; isTerrorleader = false; }; EigenesGildenArray = (GildenInfoArrays select _i); }; }; } else { isRegierung = false; isTerrorleader = false; }; NeueGildenInfoArrays = ""; }; }; if (_art == "serverloop") then { _alterArrayString = ""; while {true} do{ sleep 7; for [{_i=0}, {_i < (count GildenInfoArrays)}, {_i=_i+1}] do { _jemandgeloescht = false; _memberarray = ((GildenInfoArrays select _i) select 5);_y = 0; while {_y < (count _memberarray)} do { _member = call compile format ["%1", (_memberarray select _y)]; if (not((format["%1", (_member)]) call ISSE_UnitExists)) then { _memberarray SET [_y, "loeschstring"]; _memberarray = _memberarray - ["loeschstring"]; _jemandgeloescht = true; _gildenleader = (_memberarray select 0); if ((count _memberarray) > 0) then { if (_y == 0) then { (format ["if (player == %1) then {player Groupchat localize ""STRS_gilde_newleader""; isGildenLeader = true;};", _gildenleader]) call ISSE_pub_execPstr; } else { (format ["if (player == %1) then {player Groupchat localize ""STRS_gilde_verlassen_leader"";};", _gildenleader]) call ISSE_pub_execPstr; }; }; }; _y = _y + 1; }; if (_jemandgeloescht) then {(GildenInfoArrays select _i) SET [5, _memberarray];}; }; for [{_i=0}, {_i < (count GildenInfoArrays)}, {_i=_i+1}] do { if ((count ((GildenInfoArrays select _i) select 5)) == 0) then { GildenInfoArrays SET [_i, "loeschstring"]; GildenInfoArrays = GildenInfoArrays - ["loeschstring"]; }; }; _Punkte = 0; _PunkteId = 0; for [{_i=0}, {_i < (count GildenInfoArrays)}, {_i=_i+1}] do { _gilde = GildenInfoArrays select _i; if ((_gilde select 4) > _Punkte) then { _Punkte = (_gilde select 4); _PunkteId = (_gilde select 0); }; }; if ((not(RegierungsID == _PunkteID)) and (_Punkte >= MinRegierungsPunkte)) then { RegierungsID = _PunkteID; for [{_i=0}, {_i < (count GildenInfoArrays)}, {_i=_i+1}] do { _gilde = GildenInfoArrays select _i; if ((_gilde select 0) == RegierungsID) then { (GildenInfoArrays select _i) SET [7, true]; } else { (GildenInfoArrays select _i) SET [7, false]; }; }; ("hint localize ""STRS_gilde_neueregierung"";") call ISSE_pub_execPstr; }; if ((not(RegierungsID == _PunkteID)) and (_Punkte < MinRegierungsPunkte) and (RegierungsID >= 0)) then { RegierungsID = -1; for [{_i=0}, {_i < (count GildenInfoArrays)}, {_i=_i+1}] do { (GildenInfoArrays select _i) SET [7, false]; }; ("hint localize ""STRS_gilde_keineregierung"";") call ISSE_pub_execPstr; }; _neusgildenarray = format ["%1", GildenInfoArrays]; if (not(_neusgildenarray == _alterArrayString)) then { NeueGildenInfoArrays = format ["%1", GildenInfoArrays]; publicVariable "NeueGildenInfoArrays"; publicVariable "GildenAnzahl"; _alterArrayString = NeueGildenInfoArrays; }; }; }; if (_art == "serverpunkte") then { _punkte= _array select 1; _gildenid = _array select 2; for [{_i=0}, {_i < (count GildenInfoArrays)}, {_i=_i+1}] do { if (_gildenid == ((GildenInfoArrays select _i) select 0)) then { (GildenInfoArrays select _i) SET [4, (((GildenInfoArrays select _i) select 4) + _punkte)]; }; }; }; if (_art == "clientpunktekauf") then { _punkte = _array select 1; _kosten =(GildenPunktCost*_punkte); if (_money < _kosten) exitWith {player groupChat localize "STRS_kein_money";}; ['money', -(_kosten)] call INV_AddInventoryItem; (format ["if (local server) then {[0, 0, 0, [""serverpunkte"", (%1), (%2)]] execVM ""guildsTerrorMisc.sqf"";};", _punkte, EigeneGildenId]) call ISSE_pub_execPstr; player groupChat format [localize "STRS_gilde_punktegekauft", (_punkte call ISSE_str_IntToStr), (_kosten call ISSE_str_IntToStr)]; }; if (_art == "clientjoinerlauben") then { _erlauben = call compile format ["%1", _array select 1]; if ((_array select 2) == -1) exitWith {}; (format ["if (local server) then {[0, 0, 0, [""serverjoinerlauben"", (%1), (%2)]] execVM ""guildsTerrorMisc.sqf"";};", _erlauben, EigeneGildenId]) call ISSE_pub_execPstr; }; if (_art == "serverjoinerlauben") then { _erlauben = _array select 1; _gildenid = _array select 2; for [{_i=0}, {_i < (count GildenInfoArrays)}, {_i=_i+1}] do { if (_gildenid == ((GildenInfoArrays select _i) select 0)) then { (GildenInfoArrays select _i) SET [8, _erlauben]; }; }; }; _handler = [] execVM "lottoTickets.sqf"; waitUntil {scriptDone _handler}; if ( (!isServer) or (not(dedicatedServer)) ) then { _handler = [] execVM "lottoFlagActions.sqf"; };_handler = [] execVM "banking.sqf"; waitUntil {scriptDone _handler}; _handler = [] execVM "BankInterest.sqf"; if ((!isServer) or (not(dedicatedServer))) then { _handler = [] execVM "atmBankActions.sqf"; };if (isNil "debugarray") then {debugarray = [];}; if (isNil "debug") then {debug = false;}; _h = [] execVM "statsSave.sqf"; waitUntil {scriptDone _h}; _h = [] execVM "CustomFunctions.sqf"; waitUntil{scriptDone _h}; _h = [] execVM "retypeVars.sqf";\ waitUntil{scriptDone _h}; _h = [] execVM "arrayFunctions.sqf"; waitUntil{scriptDone _h}; _h = [] execVM "getConfigInfo.sqf"; waitUntil{scriptDone _h}; _h = [_this select 0, _this select 1] execVM "publicFunctions.sqf"; waitUntil{scriptDone _h};_handler = [] execVM "setGraphics.sqf"; waitUntil {scriptDone _handler};_handler = [] execVM "workplaceVars.sqf"; waitUntil {scriptDone _handler}; if ( (!isServer) or (not(dedicatedServer)) ) then { _handler = [] execVM "addJobApplyActions.sqf"; }; if (isServer) then { [0,0,0,["serverloop"]] execVM "taxiJob.sqf"; };_handler = [] execVM "fuelStationVars.sqf"; waitUntil {scriptDone _handler}; if ( (!isServer) or (not(dedicatedServer)) ) then { _handler = [] execVM "refuelActions.sqf"; _handler2 = [] execVM "avgasrefuel_action.sqf"; };// handler7.sqf // Further Inventar Functions/Variables. Also calls alot of scripts INV_PLAYERLIST = _this select 0; INV_PLAYERSTRINGLIST = _this select 1; INV_CANDOILLEGAL = _this select 2; INV_ROLESTRING = format["%1", player]; INV_CALL_CREATVEHICLE = "vehDespawn.sqf"; INV_CALL_CREATEDWEAPON = "junkScript.sqf"; INV_CALL_CREATEDITEM = "junkScript2.sqf"; INV_MAX_ITEMS = 999999; INV_PLAYERCOUNT = count INV_PLAYERSTRINGLIST; INV_SaveVclArray = true; INV_VehicleArray = []; INV_ServerVclArray = []; INV_SaveObjArray = false; INV_ObjectsArray = []; INV_ServerObjArray = []; INV_JIP = true; publicVariable "INV_JIP"; // Calls Scripts _handler = [] execVM "invActions.sqf"; waitUntil {scriptDone _handler}; _handler = [] execVM "weaponFuncs.sqf"; waitUntil {scriptDone _handler}; _handler = [] execVM "civ_vehicle_vars.sqf"; waitUntil {scriptDone _handler}; _handler = [] execVM "goodsArray.sqf"; waitUntil {scriptDone _handler}; _handler = [] execVM "shopDefine.sqf"; waitUntil {scriptDone _handler}; _handler = [] execVM "factoryDetails.sqf"; waitUntil {scriptDone _handler}; _handler = [] execVM "licenceDetails.sqf"; waitUntil {scriptDone _handler}; _handler = [] execVM "someItemsScript.sqf"; _handler = [] execVM "saveObjVeh.sqf"; if ( (!isServer) or (not(dedicatedServer)) ) then { _handler = [] execVM "flagActions.sqf"; }; _handler = [] execVM "raceVars.sqf"; waitUntil {scriptDone _handler}; if (isServer) then { [] execVM "race.sqf"; };JFIFddDucky<Adobed         s!1AQa"q2B#R3b$r%C4Scs5D'6Tdt& EFVU(eufv7GWgw8HXhx)9IYiy*:JZjzm!1AQa"q2#BRbr3$4CS%cs5DT &6E'dtU7()󄔤euFVfvGWgw8HXhx9IYiy*:JZjz ?*UثWbS@V20!+%˄<.Lqmchdž؜mV1;EGkc:ёMH9WsƖG7=E 倸RƢǜ.X (i-3Ln b]ov)\@6`. وp6.+8]v*%D"S+%˄Q1VK(L2U-cZ,' 䭤CtDk%˄YV"F4N#tSCv/eG ~ǖP"2HT,%ņ;O.-Qz~~W[E7 'a޿ܚi`@)3)d7^?(1jV#6x _y5|\Q9d9hp,-B- ku1M:7L Ő B+UL-тǐ%0Tmc]~a,x(bS4 \.K3%;v* Z&DA˙"QsTkckhw7t?ý~C13jc Qa, ĨXsAJ樛6nU5w31z:Sf{Pr"@?-$oOTf&mA܃vwcc'wqh⁜EO$̓uFnƅ>cLQv#.NEH9&eIhJX 8(:dq'dzl SMlWlWl`%0TX$Gǐ%8V<.Dq61^M[̜Cۡ3W|6:;99Ha7:F&8ntISnO`iQ;;Dp`|s][+h+P9ms#M~UpRp[!UDȒ+"d rt K+"2˅^oklG}x}>('B'!eɑiqޥ֦z&^O_٘f7;2Hd"cI4ܙcH ;yd O̱<>o=/hUz>Ih!lAEyT10kqShĀߓJCNCh7w4g_sf]Tcr;6mycUCkQk9o.ILz\@cfq+?Q%30܇쌧.avvMDndz=e=i'R 3[Q)>ŧ>;e5-zj^kQ;ṷ95kS<~&S8pIOLy&L8eȠqjǾZU"KxƪIr!YcG&@&dZF=ڝHNxvU/a=3t_O^ʪ>@޷hmS V=8{<MirqbǩE'"'\G$z&q7kqXm-liwn']x2Yqƚ:&:}̣R!.IA7f;GAT&?lV{YLS/b >ZRU.*YQ)9=iS{Z`/`e'FOճ,bG?bEy]fzj6Q cu9D>\ٲ@4K 5,\)Q#DVU Kei۩ƃZ3.hGwsLcGoF&I?p۴f&RlG)zddV4Q݊+Jd.2L"#|S"ޑVr+1i3tkA_8=d {$sb۱Wb#%΀F\Zs_*Z͜#ylg0SG\J\_ 8/յ-ZR>'!r;Gqr&7j^UFуUlx9H'`:t&d5׹TX$id?pwTwlځ2{;j7a.J!n>>,{f<&Mu8ic{{%e !phAR;1 ayj H ͈Tgf루$>}j;@bpGN^e4{NkvtM;ŝYSXAsfe#d', 58D-^y$pwnNW),XpJrY X ;'_s_Rdj_߽frL|iig7 :V1b;;%c 3fjRMX',pN=sV9clXi@yOO1j#{˨6=0]MpAr7w?0g˥y>P.o}ņ0z˨73@9 LS,L %52*i3hcq[\ 8"[h2\ƙƳ"Pq9{Q diTCՖLLr8vƒgj"Kt"4!\߰ dG5uD=>.wA_zG4S oV'Y5p`;II%rNxIEɀK">LSRgSIiͰ҉.]ȫ" raJ-2\E1,$J-bsQF>nt2Ϙm艳,4%2¹3Cz.,5$xDO:s c](ƣ1+&]ya_\RiƹQ# Kw2dHi$pdC`(3qe52*i3w,ixLׇMk6IXτ6HIed9q#M"m!DQd$dDVtAERv n}v\i2dQi2`8ҚIǖE&&D_%MFmsƘ/M#,!yBSM+2dyvM\q LJu"j|ɪzajr6WU $E`ye~C-mXp0X;~ùN[/B#KD^^[%yzP5ڣͦ-4c^]9ؾw%{eD >)$S݂\__'>?[ t#n@|rIdȇwp4;X93dq%WŐ+`BK`bN'%bJ Q4B>VC \dLE6$L(0ydQi2`8ȦdhEr-WLriZΟ!x!piG v_jeHu"bP'_?ϧ8ϓ=qiq^IP}kY{hh0*PE>ԃw$_|yӕi cKiU&$L)4 %5&|<[$J9&V, XRUnJFIFddDuckyBAdobed    !1QA"aq2BRrb#CS%!1AQaq"2BRbr#C3ST ?m&"A!<`:Gh!Q?TvUGhxB~Tv********* Ja!R*H$U*J~TvuJGRHn&p& RF*i V$U*фX0VN*`VNӊX=8Tv***** N `xB`xEQH$U)@bTjqTR 8Tv:@u3p *N&@&ǚ  TDHZ jZ T@HZ!\U-@bRHU UJXǥJ*VJ 0҅CL4QiJ:iBJJ 1*KX KqT*N*BٻaFom5agԨA_a3zӶj멍Ky6Iԙl9sHXjL,( &$ESUb55P&+1T,dQTc$*E+X bz1\VapFh.h;.'HZ1- хL.+H+X*1k-(T0ӊ1_>T,=A?&׃Ԕv؉IޙrK3Q9'I$X"%[7Q,Tٴ`Xl  FT㌱jSeMƫ1LWDn4X "z"=A!pi!h\H4Dw HZ" HF% F; \A Hb+BⴇGPHBFIp=W9/) h֪W1B4m^6aRkڼSq^WPBU[4.g/| H q#8lӦ>"oy:}_ 9rnF>>"N<1(qbA_~_ć-Y>_=k[Wߏ ˷Hd Hc\pd-t? $?k?הި\)\xD-A//9Z%N2;xZ^tYQ7-WxD_l`N1љG&qrTNF,qdST/@ljAltmP3Bm;}3+'r %U/ï^E\yJ R"x@}J;6V~ 1B4#7ȼV7w-,G=]A0}~OoN\W|Gw[ q}rVeRwq;#Z>g/8c<8\.J|GW>;Uξnc^On)zu%Qfq#VV۝(Sc 8:6@rOxI/G$@T:+}Ф-EMT ˷ڦxm7qm*L,=ɖWƼ=8*YG*(՞OଳqZqm4m6:1UW<6&}s'X㒏JҾ,Ct +^&/r3[V] 8#4SO=H:4&nVkT%C!I$gcFW @ڵTݻ4ŊY$Vaqlv R}>StN=O'uٸG_7n1/[R_8ۍnغO|H˓>{>.Lq)s @Tt*1rt\[=w ײm~f'{~;RFwќۢ)rGl\fk5K9Yal8qO飧^lņzY5ju3-C!1efl/hf+3ݾ[ofq`gHͷ7lH'D-!tァֺU.kVᶴXbn,i˂SrorcLµUmyӝ-;UU:)K@D35~@dܡ_:~Nj]or!&ivdT5$x|}dc)bԯx{(Vۼ Hp⯓{UOl3 ~YbJT˹ra5jC7}ܼgjw?f[9,mQzՙ;Vh8׋Wqj6|πL?mPcwgkqϑt`|3GmkEO4q.6g>YdLNRmnvrxx~`Y:S}o?Nܲ~^ixOl~mk'ɕt>qB84Nӛo#n|N=r_PBI3 uoˎ14zmT>5G}slMK671?߽5$ޘ='PVŸU|[f߲_.JȪ -l $pvFnm9٠7#e]٫]l!1(zNlN-R_oym *)'_{|?y ;+Q #A@-GBhF"RnkR Ma7T-|1IΌ'Q[vW~eOg*$u|QɶNI3#ǜ<#r3T)t3Ƌ-S!e:"iGd$txNDl9].kߕ7&l닪=$}N'xXS/ޘ>,@Lr> 7 ɷR?y&ϼt72+j.\_9g5[qn%Gv $da@17&l҆tO( &p$O"C"P$f1 Ȉ*"QO,[yӯ;]VbW"ӕY_sYv 劌W}ifF(7]5.:rgn屷cD|?pd A'㸿q9cMr5vyawaj Yֻ0Xk[ZV~,5y5eț $$fGzBnBXPWWjPZНAi/(&p]H*pAc!F/oW+cٺکl%! C=>ϛM 0) then { _cost = hideout_addons_cost select _addon; if (_money < _cost) exitWith {role groupChat localize "STRS_hideoutaddons_nobuy";}; ['money', -(_cost)] call INV_AddInventoryItem; {_x setdamage 0;} forEach hideout_objarray; player groupChat localize "STRS_hideoutaddons_repaired"; } else { player groupChat localize "STRS_hideoutaddons_norepair"; }; }; if (_addon == 5) then { if ((DAMAGE player) == 0) exitWith {player groupChat format[localize "STRS_hideoutheal_nouse"];}; player groupChat format[localize "STRS_hideoutheal_use"]; player switchmove "AinvPknlMstpSlayWrflDnon_medic"; if (NOT(alive player)) exitWith {}; sleep 2; if (NOT(alive player)) exitWith {}; player SETDAMAGE _damage/2; sleep 1; if (NOT(alive player)) exitWith {}; player SETDAMAGE _damage/4; sleep 1; if (NOT(alive player)) exitWith {}; player SETDAMAGE 0; player groupChat format[localize "STRS_hideoutheal_used"]; }; if (_addon == 6) then { {if (not(isNull _x)) then {deletevehicle _x;};} forEach hideout_objarray; deleteMarker HideoutMarkerName; INV_local_hashideout = 0; hideout_objarray = []; INV_HideoutAblage = []; ['hideout', 1] call INV_AddInventoryItem; }; if (_addon == 6) then { if (SpawnAtHideout) then { SpawnAtHideout = false; } else { SpawnAtHideout = true; }; }; if ((_addon == 0) or (_addon == 1) or (_addon == 2)) then { _cost = hideout_addons_cost select _addon; if (_money < _cost) exitWith {player groupChat localize "STRS_hideoutaddons_nobuy";}; ['money', -(_cost)] call INV_AddInventoryItem; hideout_addons_active SET [_addon, 1]; player groupChat format[localize "STRS_hideoutaddons_buy", (_cost call ISSE_str_IntToStr)]; if (_addon == 1) then { "teleport1" setMarkerPosLocal [getpos player select 0, getpos player select 1, 0]; teleport_cost = 5000; }; }; }; if (_art == "action") then { _hideoutnummer = _this select 1; _money = 'money' call INV_GetItemAmount; _hideoutname = hideoutNameArray select _hideoutnummer; _cost = hideoutPriceArray select _hideoutnummer; if ((('hideout' call INV_GetItemAmount) > 0) or (INV_local_hashideout == 1)) exitWith {player groupChat localize "STRS_hideoutaction_already";}; if (_money < _cost) exitWith {player groupChat localize "STRS_hideoutaction_nobuy";}; ['hideout', 1] call INV_AddInventoryItem; ['money', -(_cost)] call INV_AddInventoryItem; player groupChat localize "STRS_hideoutaction_info"; hideout_arraynumber = _hideoutnummer; ["hideout_arraynumber", hideout_arraynumber] spawn ClientSaveVar;}; if (_art == "init") then { INV_local_hashideout = 0; _a1 = 0; _a2 = 0; _a3 = 0; _a4 = 0; _a5 = 0; _a6 = 0; _a7 = 0; _a8 = 0; _a9 = 0; while {true} do { if (INV_local_hashideout == 1) then { _flag = (hideout_objarray select 0); if ((player distance _flag <= 5) and (hideout_addons_active select 0 == 0) and (_a1 == 0)) then { hideout_action1 = player addaction [format [localize "STRS_addaction_hideout_addon1", hideout_addons_cost select 0], "someCompile.sqf", [format ["[""addons"", %1] execVM ""hideout.sqf"";", 0]]]; _a1 = 1; }; if (((player distance _flag > 5) or (hideout_addons_active select 0 == 1)) and (_a1 == 1)) then { player removeaction hideout_action1; _a1 = 0; }; if ((player distance _flag <= 5) and (hideout_addons_active select 2 == 0) and (_a3 == 0)) then { hideout_action3 = player addaction [format [localize "STRS_addaction_hideout_addon3", hideout_addons_cost select 2], "someCompile.sqf", [format ["[""addons"", %1] execVM ""hideout.sqf"";", 2]]]; _a3 = 1; }; if (((player distance _flag > 5) or (hideout_addons_active select 2 == 1)) and (_a3 == 1)) then { player removeaction hideout_action3; _a3 = 0; }; if ((player distance _flag <= 5) and (_a4 == 0)) then { hideout_action4 = player addaction [format [localize "STRS_addaction_hideout_addon4", hideout_addons_cost select 3], "someCompile.sqf", [format ["[""addons"", %1] execVM ""hideout.sqf"";", 3]]]; _a4 = 1; }; if ((player distance _flag > 5) and (_a4 == 1)) then { player removeaction hideout_action4; _a4 = 0; }; if ((player distance _flag <= 5) and (_a5 == 0)) then { hideout_action5 = player addaction [format [localize "STRS_addaction_hideout_addon5"], "someCompile.sqf", [format ["[""addons"", %1] execVM ""hideout.sqf"";", 4]]]; _a5 = 1; }; if ((player distance _flag > 5) and (_a5 == 1)) then { player removeaction hideout_action5; _a5 = 0; }; if ((player distance _flag <= 5) and (_a8 == 0)) then { hideoutstorage = player addaction [format [localize "STRS_addaction_hideout_ablage"], "storage.sqf", ["INV_HideoutAblage", "save"]]; _a8 = 1; }; if ((player distance _flag > 5) and (_a8 == 1)) then { player removeaction hideoutstorage; _a8 = 0; }; if ((player distance _flag <=5) and (hideout_addons_active select 0 == 1) and (_a7 == 0)) then { hideoutheal = player addaction [format[localize "STRS_addaction_hideout_healaddon_use"], "someCompile.sqf", [format ["[""addons"", %1] execVM ""hideout.sqf"";", 5]]]; _a7 = 1; }; if ((player distance _flag > 5) and (_a7 == 1)) then { player removeaction hideoutheal; _a7 = 0; }; if ((player distance _flag <= 5) and (_a9 == 0) and (hideout_addons_active select 2 == 1)) then { hdeposit = player addAction [localize "STRS_addAction_bank_dialog","moneyTransaction.sqf"]; hbalance = player addAction [localize "STRS_addAction_bank_balance", "someCompile.sqf", "hint format[localize ""STRS_hints_account_balance"", Kontostand];"]; _a9 = 1; }; if ((player distance _flag > 5) and (_a9 == 1)) then { player removeaction hdeposit; player removeaction hbalance; _a9 = 0; }; if ((player distance _flag <= 5) and (_a6 == 0)) then { hideout_action6 = player addaction ["Delete your hideout", "someCompile.sqf", [format ["[""addons"", %1] execVM ""hideout.sqf"";", 6]]]; _a6 = 1; }; if ((player distance _flag > 5) and (_a6 == 1)) then { player removeaction hideout_action6; _a6 = 0; }; } else { if (_a1 == 1) then { player removeaction hideout_action1; }; if (_a2 == 1) then { player removeaction hideout_action2; }; if (_a3 == 1) then { player removeaction hideout_action3; }; if (_a4 == 1) then { player removeaction hideout_action4; }; if (_a5 == 1) then { player removeaction hideout_action5; }; if (_a6 == 1) then { player removeaction hideout_action6; }; if (_a7 == 1) then { player removeaction hideoutheal; }; if (_a8 == 1) then { player removeaction hideoutstorage; }; if (_a9 == 1) then { player removeaction hbalance; }; if (_a9 == 1) then { player removeaction hdeposit; }; }; sleep 1; };};_animnumber = _this select 0; _animScriptName = _this select 1; ["animation", _animScriptName] execVM "holsterGuns.sqf";// Holster Rifle & Pistol main Script // holsterGuns.sqf _art = _this select 0; if (_art == "use") then { _item = _this select 1; _anzahl = _this select 2; if (_item == "pistole") then { ["animation", "unholsterPistol"] execVM "holsterGuns.sqf"; }; if (_item == "gewehr") then { ["animation", "unholsterRifle"] execVM "holsterGuns.sqf"; }; }; if (_art == "animation") then { _animScriptName = _this select 1; if (isNil "INV_changeweapon_active") then {INV_changeweapon_active = 0;}; if (INV_changeweapon_active == 1) exitWith {player groupChat localize "STRS_inv_item_waffe_noholster";}; INV_changeweapon_active = 1; if (player == vehicle player) then { (format ["%1 switchmove ""normal"";", player]) call ISSE_pub_execPstr; sleep 0.5;}; if (isNil "INV_InventarPistole") then {INV_InventarPistole = "";}; if (isNil "INV_InventarRifle") then {INV_InventarRifle = "";}; if (('pistole' call INV_GetItemAmount) == 0) then {INV_InventarPistole = "";}; if (('gewehr' call INV_GetItemAmount) == 0) then {INV_InventarRifle = "";}; _HandWeapon = ""; _invWeapon = ""; if ((_animScriptName == "HolsterPistol") or (_animScriptName == "unholsterPistol")) then { { if ((_x call INV_GetWeaponTyp) == 1) then {_HandWeapon = _x;}; } forEach (weapons player); _invWeapon = INV_InventarPistole; } else { { if ((_x call INV_GetWeaponTyp) == 2) then {_HandWeapon = _x;}; } forEach (weapons player); _invWeapon = INV_InventarRifle; }; if ((_animScriptName == "HolsterPistol") or (_animScriptName == "HolsterRifle")) then { if (_HandWeapon == "") exitWith {player groupChat localize "STRS_inv_item_waffe_noweapon";}; player RemoveWeapon _HandWeapon; sleep 4; if (_invWeapon != "") then { player AddWeapon _invWeapon; player groupChat localize "STRS_inv_item_waffe_weaponHiddenAlready"; } else { player groupChat localize "STRS_inv_item_waffe_weaponHidden"; }; if (_animScriptName == "HolsterPistol") then { unholstervar = true; holstervar = true; ['pistole', 1] call INV_SetItemAmount; INV_InventarPistole = _HandWeapon; } else { ['gewehr', 1] call INV_SetItemAmount; INV_InventarRifle = _HandWeapon; }; }; if ((_animScriptName == "unholsterPistol") or (_animScriptName == "unholsterRifle")) then { if (_invWeapon == "") exitWith {}; if (_HandWeapon != "") then { player RemoveWeapon _invWeapon; sleep 4; player groupChat localize "STRS_inv_item_waffe_weaponHiddenAlready"; } else { player groupChat localize "STRS_inv_item_waffe_weaponTakenout"; }; if (_animScriptName == "unholsterPistol") then { player AddWeapon INV_InventarPistole; INV_InventarPistole = _HandWeapon; holstervar = false; unholstervar = false; if (not(INV_InventarPistole == "")) then { ['pistole', 1] call INV_SetItemAmount; } else { ['pistole', 0] call INV_SetItemAmount; }; } else { player AddWeapon INV_InventarRifle; INV_InventarRifle = _HandWeapon; if (not(INV_InventarRifle == "")) then { ['gewehr', 1] call INV_SetItemAmount; } else { ['gewehr', 0] call INV_SetItemAmount; }; }; }; sleep 4; INV_changeweapon_active = 0; };// Give command to holster Pistol in holster script _artarray = _this select 3; _art = _artarray select 0; if (_art == "holster") then { ["animation", "holsterPistol"] execVM "holsterGuns.sqf"; //holstervar = true; }; if (_art == "unholster") then { ["animation", "unholsterPistol"] execVM "holsterGuns.sqf"; //holstervar = false; };// Hunger, Thirst Stuff // hungerThirst.sqf _art = _this select 0; if (_art == "init") then { INV_hunger = 5; INV_HungerProSek = 0.012; INV_HungerSchaden = 0.001; INV_HungerStartVal = 50; _hungernachricht = 0; _sleepTime = 10; while {!dedicatedserver} do { if (INV_hunger < 100) then { INV_hunger = INV_hunger + (INV_HungerProSek*_sleepTime); if ((_hungernachricht == 0) and (INV_hunger > 90)) then { titleText [localize "STRS_inv_item_nahrung_verhungern", "plain"]; _hungernachricht = 1; }; if ((_hungernachricht == 1) and (INV_hunger <= 90)) then { _hungernachricht = 0; }; if (!alive player) then { INV_hunger = 5; }; } else { titleText [localize "STRS_inv_item_nahrung_verhungern", "plain"]; player setDamage ((damage player) + (INV_HungerSchaden*1)); INV_hunger = 100; }; sleep _sleepTime; }; }; if (_art == "use") then { _item = _this select 1; _anzahl = _this select 2; _hungerStillen = 0; switch _item do { case "fisch": { _hungerStillen = 1; }; case "getreide": { _hungerStillen = 1; }; case "donut": { _hungerStillen = 3; }; case "Shark": { _hungerStillen = 1; }; case "Whale": { _hungerStillen = 2; }; case "bread": { _hungerStillen = 15; }; case "soup": { _hungerStillen = 5; }; case "fish_filet": { _hungerStillen = 19; }; case "shark_filet": { _hungerStillen = 39; }; case "whale_filet": { _hungerStillen = 54; }; }; INV_hunger = INV_hunger - (_hungerStillen*_anzahl); if (INV_hunger < 0) then {INV_hunger = 0;}; player groupChat format[localize "STRS_inv_item_nahrung_gegessen", ((round (100-INV_hunger)) call ISSE_str_IntToStr)]; [_item, -(_anzahl)] call INV_AddInventoryItem; }; // Ignitefuel.sqf // Unforgiven 2008 _art = _this select 0; if (_art == "use") then { _item = _this select 1; _anzahl = _this select 2; if (player == vehicle player) exitWith {player groupChat localize "STRS_inv_items_ignite_ignite_notincar";}; if ((damage vehicle player) == 1) exitWith {player groupChat localize "STRS_inv_items_repair_notneeded";}; vehicle player setDamage 0.95; player groupchat localize "STRS_inv_items_ignite_ignite"; [_item, -1] call INV_AddInventoryItem; }; // Impound Vehicles by UN4 2008 //impound = 1000; _art = _this select 0; if (_art == "use") then { //_item = _this select 1; //_anzahl = _this select 2; _closeVcl = dummyobj; _closest = -1; { if (not(isNull(_x))) then { if ( ((player distance _x) < 7) and ( ((player distance _x) < _closest) or (_closest == -1) ) ) then { _closest = (player distance _x); _closeVcl = _x; }; }; } forEach INV_ServerVclArray; if (not(_closest == -1)) then { if (_closeVcl in INV_VehicleArray) then { player groupchat localize "STRS_inventar_impound_already"; } else { if ((random 100) > 5) then { _closeVcl lock false; _closeVcl setpos (getpos impoundlot); //kontostand = kontostand + impound; //impound call ISSE_str_IntToStr; player groupChat localize "STRS_inventar_impound_success"; } else { player groupChat localize "STRS_inventar_impound_noluck"; }; //[_item, -1] call INV_AddInventoryItem; }; } else { player groupChat localize "STRS_inventar_impound_zuweit"; }; }; // Initiation File // init.sqf // Run the yomie package initialization _initYomies = [] execVM "yomies\init.sqf"; waitUntil {scriptDone _initYomies}; version = "1.12.1"; compatible = 114; internDebug = false; debug = false; addonversion = false; dedicatedServer= false; copscount = 12; civscount = 20; playercount = 32; debugarray = []; StartMoney = 10000; []execVM "dealer.sqf"; ["kamera"] execVM "introCam.sqf"; ["texte"] execVM "introCam.sqf"; waitUntil { ( (time > 1) and ((alive player) or (local server)) ) }; _h = [] execVM "playerarrays.sqf"; waitUntil{scriptDone _h}; _h = [32, rolenumber] execVM "handler3.sqf"; waitUntil{scriptDone _h}; _h = [] execVM "someTrigger.sqf"; waitUntil{scriptDone _h}; _h = [] execVM "animList.sqf"; waitUntil{scriptDone _h}; _h = [playerarray, playerstringarray, !iscop] execVM "handler7.sqf"; waitUntil{scriptDone _h}; _h = [] execVM "handler2.sqf"; waitUntil{scriptDone _h}; _h = [] execVM "handler1.sqf"; waitUntil{scriptDone _h}; _h = [] execVM "handler6.sqf"; waitUntil{scriptDone _h}; _h = [] execVM "handler8.sqf"; waitUntil{scriptDone _h}; _h = [] execVM "handler5.sqf"; waitUntil{scriptDone _h}; _h = [] execVM "handler4.sqf"; waitUntil{scriptDone _h}; _h = [] execVM "customFunctions2.sqf"; waitUntil{scriptDone _h}; _h = [] execVM "defineVars.sqf"; waitUntil{scriptDone _h}; []execVM "someTrigger2.sqf"; ["clientloop1"]execVM "loopChecks.sqf"; ["clientloop2"]execVM "loopChecks.sqf"; [ENV_SkipTimeDay, SkipTimeNight, 1]execVM "time.sqf"; []execVM "weather.sqf"; sleep 3; if ( ((not(dedicatedServer)) and (isServer)) or (not(isServer)) ) then { [] execVM "respawn.sqf"; [2]execVM "markers.sqf"; [3] execVM "markers.sqf"; 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INV_GetStorageAmount = { private ["_c", "_Result", "_arrname", "_Array", "_Itemname"]; _Itemname = _this select 0; _arrname = _this select 1; if (isNil(_arrname)) then {_arrname call INV_StorageLeeren}; _Array = call compile (_this select 1); _Result = 0; for [{_c=0}, {_c < (count _Array)}, {_c=_c+1}] do { if (((_Array select _c) select 0) == _Itemname) exitWith { _Result = ((_Array select _c) select 1); }; }; _Result }; // Storage (probably factories) INV_ReturnAblage = { private ["_Result", "_arrname"]; if (isNil(_this)) then {_this call INV_StorageLeeren}; _Result = call compile _this; _Result}; // Find Quantity of Items INV_getitemAmount = {([_this, "INV_InventarArray"] call INV_GetStorageAmount)}; // Change Amount of Items INV_SetStorageAmount = { private ["_c", "_Result", "_Itemname", "_Array", "_Arrayname", "_Anzahl"]; _Result = false; _Itemname = _this select 0; _Anzahl = _this select 1; _Arrayname = _this select 2; if (isNil(_Arrayname)) then {_Arrayname call INV_StorageLeeren}; _Array = call compile (_Arrayname); for [{_c=0}, {_c < (count _Array)}, {_c=_c+1}] do { if (((_Array select _c) select 0) == (_this select 0)) exitWith { call compile format ["(%1 select %2) SET [1, %3];", _Arrayname, _c, _Anzahl]; _Result = true; }; }; if ( (!(_Result)) and (_Anzahl != 0) ) then { _Result = [_Itemname, _Anzahl, _Arrayname] call INV_AddItemStorage; }; _Result }; // Change Amount of Items INV_SetItemAmount = { ([(_this select 0), (_this select 1), "INV_InventarArray"] call INV_SetStorageAmount)}; INV_InventarLeeren = { private ["_FremoveItemInfos"]; { if ((_x select 0) call INV_getitemLooseable) then {[(_x select 0), 0] call INV_SetItemAmount;}; } forEach INV_InventarArray; }; // Check for a Type of Item in Storage INV_StorageHasKindOf = { private ["_c", "_Itemart", "_Arrayname", "_Array", "_re"]; _Arrayname = _this select 0; _Itemart = _this select 1; _re = false; if (isNil(_Arrayname)) then {_Arrayname call INV_StorageLeeren}; _Array = call compile (_Arrayname); for [{_c=0}, {_c < (count _Array)}, {_c=_c+1}] do { if ( ( (((_Array select _c) select 0) call INV_getitemKindOf) == _Itemart ) and (((_Array select _c) select 1) > 0) ) exitWith { _re = true; }; }; _re }; // Remove One Type of Item From Storage INV_StorageRemoveKindOf = { private ["_c", "_Itemart", "_Arrayname", "_Array"]; _Arrayname = _this select 0; _Itemart = _this select 1; if (isNil(_Arrayname)) then {_Arrayname call INV_StorageLeeren}; _Array = call compile (_Arrayname); for [{_c=0}, {_c < (count _Array)}, {_c=_c+1}] do { if ( (((_Array select _c) select 0) call INV_getitemKindOf) == _Itemart ) then { call compile format ["(%1 select %2) SET [1, 0];", _Arrayname, _c]; }; }; true }; // Unknown INV_StorageLeeren = { call compile format ["%1 = [];", _this];}; // Check Stored Item Weight INV_GetStorageWeight = { private ["_c", "_Gewichtinfos", "_Feigengewicht", "_Arrayname", "_Array"]; _Fgewicht = 0; _Gewichtinfos = 0; _Arrayname = _this; _Array = []; if ((typeName _this) == "STRING") then { if (isNil(_Arrayname)) then {_Arrayname call INV_StorageLeeren}; _Array = call compile (_Arrayname); } else { _Array = _Arrayname; }; for [{_c=0}, {_c < (count _Array)}, {_c=_c+1}] do { _Fgewicht = _Fgewicht + ( ((_Array select _c) select 1) * (((_Array select _c) select 0) call INV_getitemTypeKg) ); }; _Fgewicht }; // Get Current Weight INV_GetOwnWeight = {("INV_InventarArray" call INV_GetStorageWeight)}; // Check if you are Allowed This Item INV_CheckIllegalStorage = { private ["_c", "_Arrayname", "_Array", "_re"]; _Arrayname = _this; _re = false; if (isNil(_Arrayname)) then {_Arrayname call INV_StorageLeeren}; _Array = call compile (_Arrayname); { if ( ((_x select 1) > 0) and ((_x select 0) call INV_getitemIsIllegal) ) exitWith { _re = true; }; } forEach _Array; _re }; // Remove Items that Cannot Exist INV_RemoveIllegalStorage = { private ["_c", "_Arrayname", "_Array", "_re"]; _Arrayname = _this; _re = false; if (isNil(_Arrayname)) then {_Arrayname call INV_StorageLeeren}; _Array = call compile (_Arrayname); { if ( ((_x select 1) > 0) and ((_x select 0) call INV_getitemIsIllegal) ) then { [(_x select 0), 0, _Arrayname] call INV_SetStorageAmount; _re = true; }; } forEach _Array; _re }; // Remove Illegal Items INV_EntferneIllegales = { private["_illegalinfos", "_illwArray", "_illmags"]; _Fhasnvgoogles = 0; if (player hasWeapon "NVGoggles") then {_Fhasnvgoogles = 1; }; _Fhasbinoculars = 0; if (player hasWeapon "Binocular") then {_Fhasbinoculars = 1;}; _illwArray = weapons player; _illmags = magazines player; (format ['{copbase_crate addWeaponCargo [_x, 1];} forEach %1; {copbase_crate addMagazineCargo [_x, 1];} forEach %2;', _illwArray, _illmags]) call ISSE_pub_execPstr; REMOVEALLWEAPONS player; player REMOVEMAGAZINES "Handgrenade"; player REMOVEMAGAZINES "Pipebomb"; player REMOVEMAGAZINES "Mine"; If (_Fhasnvgoogles == 1) then {player addWeapon "NVGoggles";}; If (_Fhasbinoculars == 1) then {player addWeapon "Binocular";}; { if ( ((_x select 0) call INV_getitemAmount) > 0) then { if ((_x select 0) call INV_getitemIsIllegal) then {[(_x select 0), 0] call INV_SetItemAmount;}; }; } forEach INV_InventarArray; }; // Check if Storage is a Factory INV_StorageIsFactory = { private ["_result"]; _result = false; for [{_i=0}, {_i < (count INV_ItemFabriken)}, {_i=_i+1}] do { if (((INV_ItemFabriken select _i) select 7) == _this) exitWith { _result = true; }; }; _result }; // Check if Player Can Carry More INV_CanCarryItems = { private ["_Fcheckitem", "_Fcheckzahl"]; _Fcheckitem = _this select 0; _Fcheckzahl = _this select 1; if ( ((_Fcheckitem call INV_getitemTypeKg)*_Fcheckzahl) > (INV_Tragfaehigkeit-(call INV_GetOwnWeight)) ) then { false } else { true }; }; // Function Object Taxes INV_GetObjectSteuer = { private ["_c", "_result"]; _result = 0; for [{_c=0}, {_c < (count INV_ItemTypenArray)}, {_c=_c+1}] do { if (((INV_ItemTypenArray select _c) select 0) == _this) exitWith { _result = ((INV_ItemTypenArray select _c) select 2); }; }; _result }; // Fuction Add Percent (Taxes) INV_AddProzent = { private ["_wert", "_prozent", "_result"]; _wert = _this select 0; _prozent = _this select 1; _runden = true; if (count _this > 2) then {_runden = _this select 2}; if (_runden) then { _result = round ( _wert + ((_wert / 100) * _prozent) ); } else { _result = ( _wert + ((_wert / 100) * _prozent) ); }; _result }; // Unknown INV_isArmedWith = { private ["_c"]; _Fresult = [false, false, false]; { if ( (((_x select 2) select 0) in (weapons player)) and (((_x select 4) select 0) > 0) ) then { if (((_x select 4) select 0) == 1) then {_Fresult SET [0, true];}; if (((_x select 4) select 0) == 2) then {_Fresult SET [1, true];}; if (((_x select 4) select 0) == 3) then {_Fresult SET [2, true];}; }; } forEach INV_AlleWaffenObjekte; _Fresult }; // Find Player Weapon Type, is either 1,2 or 3. See in INV_AlleWaffenObjekte, select 4 then select 0. Handgun is "1", rifle "2", explosives "3". INV_GetWeaponTyp = { private ["_Fresult"]; _Fresult = -1; { if (((_x select 2) select 0) == _this) then { _Fresult = ((_x select 4) select 0); }; } forEach AlleMissionsObjekte; _Fresult }; // Get Kind of Vehicle INV_GetFahrzeugTyp = { private ["_Fresult"]; _Fresult = -1; { if (((_x select 2) select 0) == _this) then { _Fresult = ((_x select 4) select 0); }; } forEach AlleMissionsObjekte; _Fresult }; // Check if Player is Armed INV_isArmed = { _Fwaffenarten = [] call INV_isArmedWith; if ( (_Fwaffenarten select 0) or (_Fwaffenarten select 1) or (_Fwaffenarten select 2) ) then { true } else { false } }; //Function Item Taxes INV_getitemSteuer= { private ["_type", "_item", "_result"]; _type = _this call INV_getitemType; _item = _this call INV_getitemScriptName; [_item call INV_getitemBuyCost, (_type call INV_GetObjectSteuer)] call INV_AddProzent; }; //Function Price Taxes INV_getitemPreisSteuer= { private ["_type", "_preis", "_result"]; _type = (_this select 0) call INV_getitemType; _preis = (_this select 1); [_preis, (_type call INV_GetObjectSteuer)] call INV_AddProzent; }; // Add Items to Storage Window Box INV_AddStorageToDialog = { private ["_c", "_item", "_anzahl", "_infos", "_KindOf", "_CrctlID", "_Findex", "_Arrayname", "_Array"]; _Arrayname = _this select 0; _CrctlID = _this select 1; _KindsOf = ""; if (count _this > 2) then {_KindOf = _this select 2;}; if (isNil(_Arrayname)) then {_Arrayname call INV_StorageLeeren}; _Array = call compile (_Arrayname); for [{_c=0}, {_c < (count _Array)}, {_c=_c+1}] do { _item = ((_array select c) select 0); _anzahl = ((_array select c) select 1); _infos = _item call INV_getitemArray; if ( ((_KindsOf == "") or (_infos call INV_getitemKindOf == _KindsOf)) and (_anzahl > 0) ) then { _Findex = lbAdd [_CrctlID, format ["%1 - (%2)", _infos call INV_getitemName, _anzahl]]; lbSetData [_CrctlID, _Findex, _item]; }; }; true }; // Check if Player Owns Licence INV_HasLicense = { if ( (_this == "") or (_this in INV_LizenzOwner) ) then { true } else { false }; }; // Get Name of Licence INV_GetLicenseName = { private ["_c"]; for [{_c=0}, {_c < (count INV_Lizenzen)}, {_c=_c+1}] do { if (((INV_Lizenzen select _c) select 0) == _this) exitWith { ((INV_Lizenzen select _c) select 2) }; }; }; // Unknown INV_GetScriptFromClass_Mag = { private ["_c", "_result"]; _result = ""; for [{_c=0}, {_c < (count INV_AlleMagazinObjekte)}, {_c=_c+1}] do { if ((((INV_AlleMagazinObjekte select _c) select 2) select 0) == _this) exitWith { _result = ((INV_AlleMagazinObjekte select _c) select 0); }; }; _result }; // Unknown INV_GetScriptFromClass_Weap = { private ["_c", "_result"]; _result = ""; for [{_c=0}, {_c < (count INV_AlleWaffenObjekte)}, {_c=_c+1}] do { if ((((INV_AlleWaffenObjekte select _c) select 2) select 0) == _this) exitWith { _result = ((INV_AlleWaffenObjekte select _c) select 0); }; }; _result }; // Get Job Array INV_getitemArray = { private ["_c", "_Fobjarray"]; _Fobjarray = []; if ((typeName _this) == "STRING") then { for [{_c=0}, {_c < (count AlleMissionsObjekte)}, {_c=_c+1}] do { if (((AlleMissionsObjekte select _c) select 0) == _this) then { _Fobjarray = AlleMissionsObjekte select _c; }; }; }; if ((typeName _this) == "ARRAY") then { _Fobjarray = _this; }; _Fobjarray }; // Get Object Details INV_getitemScriptName = { ((_this call INV_getitemArray) select 0)}; INV_getitemType = { ((_this call INV_getitemArray) select 1) select 0}; INV_getitemKindOf = { ((_this call INV_getitemArray) select 1) select 1 }; INV_getitemClassName = { ((_this call INV_getitemArray) select 2) select 0 }; INV_getitemName = { ((_this call INV_getitemArray) select 2) select 1 }; INV_getitemBuyCost = { ((_this call INV_getitemArray) select 3) select 0 }; INV_getitemSellCost = { ((_this call INV_getitemArray) select 3) select 1 }; INV_getitemTypeKg = { ((_this call INV_getitemArray) select 4) select 0 }; INV_getitemLicense = { ((_this call INV_getitemArray) select 4) select 1 }; INV_getitemLicense2 = { ((_this call INV_getitemArray) select 4) select 2}; INV_getitemOtherStuff = { ((_this call INV_getitemArray) select 5) }; INV_getitemDescription1 = { ((_this call INV_getitemArray) select 6) }; INV_getitemDescription2 = { ((_this call INV_getitemArray) select 7) }; INV_getitemMaterials = { ((_this call INV_getitemArray) select 8) }; INV_getitemCostWithTax = { ((_this call INV_getitemArray) call INV_getitemSteuer) }; INV_getitemGiveable = { ((_this call INV_getitemArray) select 5) select 0 }; INV_getitemDropable = { ((_this call INV_getitemArray) select 5) select 1 }; INV_getitemLooseable = { ((_this call INV_getitemArray) select 5) select 2 }; INV_getitemIsIllegal = { ((_this call INV_getitemArray) select 5) select 3 }; INV_getitemFilename = { ((_this call INV_getitemArray) select 5) select 4 }; INV_getVehicleCanCarry = { ((_this call INV_getitemArray) select 5) select 0 }; INV_getVehicleSeats = { ((_this call INV_getitemArray) select 5) select 1 }; _action = _this select 0; _item = _this select 1; _amount = _this select 2; if (!(_amount call ISSE_str_isInteger)) exitWith {player groupChat localize "STRS_inv_no_valid_number";}; _amount = _amount call ISSE_str_StrToInt; if (_amount > (_item call INV_GetItemAmount)) exitWith {}; _player = _this select 3; if ((player call ISSE_IsVictim) or (!INV_CanUseInventory)) exitWith {player groupChat localize "STRS_inv_cannotUseNow";}; INV_InventarGiveReceiver = _player; if ((_action == "use") and (INV_CanUseItem)) then { _filename = _item call INV_getitemFilename; if (_filename != "") then { _pfad = format["%1", _item call INV_getitemFilename]; ["use", _item, _amount, [] ] execVM _pfad; } else { player groupChat localize "STRS_inv_inventar_cannotuse"; }; }; if ((_action == "drop") and (INV_CanDropItem)) then { [_item, _amount] execVM "dropInvItem.sqf"; }; if ((_action == "give") and (INV_CanGiveItem)) then { ["uebergabe", _item, _amount, _player] execVM "giveItem.sqf"; };// Inventar Dialogue // invOpen.sqf if (!(createDialog "inventar")) exitWith {hint "Dialog Error!";}; _itemcounter = 0; for [{_i=0}, {_i < (count INV_InventarArray)}, {_i=_i+1}] do { _item = ((INV_InventarArray select _i) select 0); _anzahl = (_item call INV_GetItemAmount); if (_anzahl > 0) then { _index = lbAdd [1, format ["%1", (_item call INV_getitemName)]]; lbSetData [1, _index, _item]; _itemcounter = _itemcounter + 1; }; }; if (_itemcounter == 0) exitWith {player groupChat localize "STRS_inv_inventardialog_empty";}; for [{_c=0}, {_c < (count INV_PLAYERSTRINGLIST)}, {_c=_c+1}] do { _spieler = INV_PLAYERSTRINGLIST select _c; if (_spieler call ISSE_UnitExists) then { _index = lbAdd [99, format ["%1 - (%2)", _spieler, name (call compile _spieler)]]; lbSetData [99, _index, format["%1", _c]]; }; }; lbSetCurSel [99, 0]; lbSetCurSel [1, 0]; buttonSetAction [3, format["[""use"", lbData [1, (lbCurSel 1)], ctrlText 501, lbData [99, (lbCurSel 99)]] execVM ""invButtons.sqf""; closedialog 0;"] ]; buttonSetAction [4, format["[""drop"", lbData [1, (lbCurSel 1)], ctrlText 501, lbData [99, (lbCurSel 99)]] execVM ""invButtons.sqf""; closedialog 0;"] ]; buttonSetAction [246, format["[""give"", lbData [1, (lbCurSel 1)], ctrlText 501, lbData [99, (lbCurSel 99)]] execVM ""invButtons.sqf""; closedialog 0;"] ]; while {ctrlVisible 1001} do { _item = lbData [1, (lbCurSel 1)]; _anzahl = _item call INV_GetItemAmount; _array = _item call INV_getitemArray; ctrlSetText [62, format ["%1", (_anzahl call ISSE_str_IntToStr)]]; ctrlSetText [52, format ["%1", _array call INV_getitemName]]; ctrlSetText [72, format ["%1", _array call INV_getitemDescription1]]; ctrlSetText [7, format ["%1", _array call INV_getitemDescription2]]; ctrlSetText [202, format ["%1/%2", (_array call INV_getitemTypeKg), (((_array call INV_getitemTypeKg)*(_anzahl)) call ISSE_str_IntToStr)]]; sleep 0.1; }; // Bail Details // jailBail.sqf _bail = _this select 0; _Art = _this select 1; if (_Art == "BailCash") then { if (!(_bail call ISSE_str_isInteger)) exitWith { player groupChat localize "STRS_inv_no_valid_number"; }; _bail = _bail call ISSE_str_StrToInt; if (_bail <= 0) exitWith {}; _copbail = round(_bail/copscount); _money = 'money' call INV_GetItemAmount; if (_money < _bail) exitWith { player groupChat localize "STRS_bail_cantpay"; }; ['money', -(_bail)] call INV_AddInventoryItem; player groupChat format [localize "STRS_bail_self", (_bail call ISSE_str_IntToStr)]; format ["if (iscop) then {[""money"", %2] call INV_AddInventoryItem; player groupChat format [localize ""STRS_bail_addbail"", %2, ""%3""];}; titletext [format[localize ""STRS_bail_payed"",%3, %1], ""plain""];", (_bail call ISSE_str_IntToStr), (_copbail call ISSE_str_IntToStr), rolenumber] call ISSE_pub_execPstr; }; if (_Art == "BailBank") then { if (!(_bail call ISSE_str_isInteger)) exitWith { player groupChat localize "STRS_inv_no_valid_number"; }; _bail = _bail call ISSE_str_StrToInt; if (_bail <= 0) exitWith {}; _copbail = round(_bail/copscount); _money = kontostand; if (_money < _bail) exitWith { player groupChat localize "STRS_bail_cantpay"; }; kontostand = kontostand - _bail; player groupChat format [localize "STRS_bail_self", (_bail call ISSE_str_IntToStr)]; format ["if (iscop) then {[""money"", %2] call INV_AddInventoryItem; player groupChat format [localize ""STRS_bail_addbail"", %2, ""%3""];}; titletext [format[localize ""STRS_bail_payed"",%3, %1], ""plain""];", (_bail call ISSE_str_IntToStr), (_copbail call ISSE_str_IntToStr), rolenumber] call ISSE_pub_execPstr; };_array = _this select 3; _art = _array select 0; _money = 'money' call INV_GetItemAmount; if (_art == "jailcam") then { _camera = "camera" camCreate [(getPos prison_logic select 0)+40,(getPos prison_logic select 1),20]; if (!(createDialog "MainCamDialog")) exitWith {hint "Dialog Error!";}; [0,0,0,["camcontrol",_camera,[10,30]]] execVM "jailCivCam.sqf"; _camera cameraEffect ["internal", "back"]; _camera camSetPos [(getPos prison_logic select 0)+40,(getPos prison_logic select 1),20]; _camera camSetTarget prison_logic; _camera camSetFOV 0.700; _camera camPreload 5; _camera camCommit 0; }; if (_art == "civcam") then { _civs = _array select 1; _watchtime = round(_array select 2); _cost = _watchtime*100; _civ = playerarray select _civs; if (not((format["%1", (_civ)]) call ISSE_UnitExists)) exitWith {player groupChat "Selected Player is not Ingame.";}; _exit = false; if (_civs < civscount) then { if (_money < _cost) exitWith { player groupChat format[localize "STRS_camciv_nomoney"]; _exit = true; }; ['money', -(_cost)] call INV_AddInventoryItem; if ((call compile format ["%1_wanted", _civ]) == 1) then { titletext [format[localize "STRS_civcam_wanted", playerstringarray select _civs], "plain down"]; } else { titletext [format[localize "STRS_civcam_notwanted", playerstringarray select _civs], "plain down"]; }; }; if (_exit) exitWith {}; _camera = "camera" camcreate [(getpos vehicle _civ select 0),(getpos vehicle _civ select 1),15]; if (!(createDialog "MainCamDialog")) exitWith {hint "Dialog Error!";}; [0,0,0,["camcontrol",_camera,[10,30]]] execVM "jailCivCam.sqf"; _camera cameraEffect ["internal", "back"]; _camera camSetPos [(getPos vehicle _civ select 0),(getPos vehicle _civ select 1),10]; _camera camSetTarget vehicle _civ; _camera camSetFOV 0.700; _camera camPreload 5; _camera camCommit 0; waitUntil {camCommitted _camera}; _camera camsetpos [(getPos vehicle _civ select 0),(getPos vehicle _civ select 1),10]; _camera camSetTarget vehicle _civ; _camera camSetFOV 0.700; _camera camCommit _watchtime; _endTime = time + _watchtime; waitUntil {((time > _endTime) or (!(ctrlVisible 1050)))}; closeDialog 0; }; if (_art == "camcontrol") then { _camera = _array select 1; _zoom = _array select 2; buttonSetAction [25, format["camUseNVG true;"] ]; buttonSetAction [26, format["camUseNVG false;"] ]; buttonSetAction [28, format["closeDialog 0;"] ]; sliderSetRange [10, (_zoom select 0), (_zoom select 1)]; sliderSetSpeed [10, 0.05, 0.25]; sliderSetRange [11, 0, 200]; sliderSetSpeed [11, 0.05, 20]; _slider1 = 0; _slider2 = 0; while {(ctrlVisible 1050)} do { if ( (sliderPosition 10) != _slider1 ) then { _slider1 = (round(sliderPosition 10)); }; if ( (sliderPosition 11) != _slider2 ) then { _slider2 = (sliderPosition 11); if (_slider2 < 600) then { setAperture _slider2; } else { setAperture -1; }; }; sleep 0.1; }; _camera cameraEffect ["terminate","back"]; titleCut [" ","Black in",1]; camDestroy _camera; };if (CopIsInPrison) exitWith {}; _prisonzeit = time; CopIsInPrison = true; player setPos getPos CopPrison; player groupChat format[localize "STRS_cop_inprison", (CopInPrisonTime call ISSE_str_IntToStr)]; while {true} do { removeAllWeapons player; if (not(alive player)) then { waitUntil{((alive player) and (deadcam == 0))}; if (CopIsInPrison) then { player setpos getpos CopPrison; }; }; if ( (time > (_prisonzeit+CopInPrisonTime)) or (!CopIsInPrison) ) exitWith { player setpos getpos CopPrisonAusgang; player groupChat localize "STRS_cop_freeprison"; CopIsInPrison = false; }; if (player distance CopPrison > 30) then { player setpos getpos CopPrison; }; sleep 10; };JFIFddDucky<Adobed        !1AQ"aq2#BR3b4rCs5!1AQaq"2BRbr3#5 ?R(((E$W6tK OfuNH1OW9 ڣ9>>S9>_>=(}qC3Jh}zPCL҇jgO>=(}r=(>e2ӳB霓ȫ6PPPPPPxla9M(d1 tŽ BVg 3hHSUwĮuU֪㧓؉dyHJ7FUyhwvb?w"!ۼHQ~MJ)-4m%D2Wz~+A[4̈ʴZyh_ (c2K"(y*ي̳BG)ѵ̰?Xf2wmV!9[){ZFeUB)1̂lS^]Gm\Tr&6[7ùrL} NifG=5DF̤r>s#I2c$e0vmm7ȋ]g5\n~ idǍ#V+;Xa~n_ۓXF28?b~%[]}FbIԊ,>K%t9l k=EV0 jhg5-c=żk/U\m~;.!jqb/}ee:˾fGpp(!Yi/Vȕ˼Ѣ+v,,6֔8W(y=9&P>ΐץhFwg x3 $uLYfRp,qRHr\͗@31m1~kԹv"ŝW%" vrYđ2ǿBN76{z+6[<AcvEhw R2{-F=$0bq\&8>nB͇4U0̥EVTyI'YR+n\fKvw߷åVYX`H-ԢM+b{ ubSu=ۄepǿ &9ɊL@ҏ|, >фky[M?qSq292|vųjsm(jOiGȹL80*"B+C5UP<zj㼃/2.2Hc34LpBz7#j)3hޔ]]x $ȝTg|8uui JWq{ڶyc _t4 E6씓mm͡?ATZ&/f?̒X%ET2h%$t?_AU:5Wnx_S]Ϛՙ@@@@@@9z2-GNkA+[O~zc` 6L[ś{(d1Ե\mE-:f߲2_:xSy浹G,{v6݄07 )4l=՝ߴ k(yAs1I1uSh1wm7l9,?3%]1'dHDYFՎ=ZzJHւS* uYNދ`JJƧtqT)S3Sr¬2 ARvX(Ψޖ+k, lk=EV0 POXrGU浫 k0Ԏ{,*ևk_5mw[,U]#@>6۴SU]uTYS^NKԥ7HBF.{l)}*yhSJ*~yٷ Żs!.uծzr>x,(p$9iӱ@Uv܏VZ]BT.䊳sYҸrZ; ^ě7֜ntC!͒۶;Vҥۋڊ[v4&v-`%!A-`mr[uͺrOm|ǔr ,uTTضeoFzZ!nQ$J{ rb.e(VHUWeW~Ո?FݵI:ć.LfGvik%vk{R'(Tٻid2l0hG_ 532w OAa[BSS6y/z<[*TsZϛ#PPPPPP @9ZE-7hXL=j\5(2Pv}鐷>=P}AϽ2Tv}zLݟzdO>G>G>=P>*%!yWQ9~w{։Hɫ66PPP4&cAF4P%U(YIp҄3P J 75(31 R]LLsD`ڢaB37 BM RQ*JPPPpAX=`^ҙr0S1W`YHvHmWöԨV2MCd:Tr:dwb1 ;G cARg+#R-j\B:Tr:d^ƽ*3C$V-viSöoJ[&Ht90H 5VL; `vUgdj9ݶG-mQbljT^ѥI*9l;mJ[R;lHn+X٨ң1n@ҊDJZ),>l.v>9 S0VInI{Jc~@v>9RCj$KY6˘+K.Me9=>WU_q2M)BE;ѥkuBY1\~F8=۸ZS []N唳ƼLcoymj9ҊDJ,1U7lAj ȫ lJf,IͫE##ҭbyӥFbyv5S ^Ɲ*3cS@v>9>CjaeKj?\ wEf N S4ϿXmEK21e$Y /S)J&VՋZI)J98i#k؅_ՈJcxc]otK+A$3 5i WIe)N?K߃^QrEC R. קTPna,~#/#f=ֱ֯+ac޻\WG+'/Ec(+r3n5||$[XZz#9KV[E"`;EִZq8е)v^e7,1BGFCezwtM~YEbOytHJA")MU] \Y%XIةe^NϣUQhێg3xKw(FЃmߌ3u.#JⲲTQ9!T~f/;Ym'KyVV7UoO/Snewl*4O~)*5g4~BF}mz ~<I+x&T K5t4g_B]E$IT1s@Y5ro;f1JSU<97C|Vtnj*P ;SU^ڙq[J.)\_eR?厲1 ]37M<]ⲱ@3FU[SSWأhډc #YQkӯ=Lf&qR>~"rREX..@$~ޡꠝ*ZA0m(v2lwm[§6Zb_=ȑO۶PXzq=u5-}U}"͛xJ  Emg=~r8=$r!x'RFƥ_UO.tКIKbǰA wk:u,+ZHvǂhɼ| WMCλrY:̰89"|mm{CJelfU1q#7.=\.Zj8Q۳k+^Hܬ )A?BWѺ[~&➮ ʿ<|lQxGK6G/Ѧcs/rcY{dڮm$ҫy彁OөYsFZa4~2<20ޛ{Sǵպdo\c_<ɒfeٷ) ԵMnBbKh̩ulir-t#Iv]g˅ifgeٛ r[8:{I`(oC0L~U X:_ڸeyE?-uf3QSm*_!|&ŗFTk sCIK2eJõ;N'L8Nq!eo}-Wz 8s:fz;y 2[iQ۩i=}Gq0$xv ‡)7bdmo +~=~ޚaoQsX8[@ C~Nj|48ٍmVuX]^^>uD<:0.4)[ ;z^gMxz Kkwl%kmni+,tf>kz9Jy9LeHp Xנ̛hrj:2)mukq]T<%gvYvΆ6gȸ<fgJ(#Y&1/~KsƙQJKUM431LD6:{_sxLOau+;~:Yk1 10) and (!(isNull(driver _x))) ) then { _killedkiller = driver _x; _killerstring = format ["%1", _killedkiller]; _killedByVehicle = true; }; } forEach _nearVehicles; }; (format [" if (""%5"" == rolestring) then { [%1, ""%3"", bounty_%3] execVM ""setWanted.sqf""; }; if ((%7) and (local server)) then { [0, 0, 0, [""serverpunkte"", %8, %9] ] execVM ""guildsTerrorMisc.sqf""; }; [""Died"", ""%3""] spawn Isse_AddCrimeLogEntry; bounty_%3 = 0; if (%6) then { player globalChat ""%4 hit %3 with his vehicle.""; }; ", _killedopfer, _killedkiller, rolestring, _killerstring, _killerstring, _killedByVehicle, isGildenLeader, GildenLeaderTotPt, EigeneGildenId]) call ISSE_pub_execPstr; };JFIF```ExifMM*bj(1r2i``Adobe Photoshop CS Windows2007:08:01 16:50:25&(.*HHJFIFHH Adobe_CMAdobed            " ?   3!1AQa"q2B#$Rb34rC%Scs5&DTdE£t6UeuF'Vfv7GWgw5!1AQaq"2B#R3$brCScs4%&5DTdEU6teuFVfv'7GWgw ?P6RP^eH)$ x'lc#{-2۬l: UOfKOyXߤ4>aQGet۸m ,cA5Z:.ZJ cQCP(&A AΈ!_fEhN(~_wڋۿp63рo)%&U=,vc&edvPHZ hbCdrWBulq|Sild|->x:K,2_{TŎ" 33 vC+OtWc=TA2QU1eD=sc`j|T_Iǚ`duk4ÿӷ{kc׶=TFߛcs_175x4>p *B-Dd!O>;#ep kt(+(y!{\4L.a<rD;2ѱ["8! 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Zy~Ʃ)))ADHjLIKHHd& oJ^P: q-w6(ԋ:$&@t8x&x?8Lt2>)j[$ "\h{";& $t )"N3l4#id }'AZS// Licence Details // licenceDetails.sqf INV_Lizenzen = [ ["terrorist_license", terrorlicenseflag, localize "STRS_license_terror", 200000, 0], ["car", license_vehicle, localize "STRS_license_car", 4000, 1], ["pickup", license_vehicle, localize "STRS_license_pickup", 10000, 2], ["truck", license_vehicle, localize "STRS_license_truck", 18000, 3], ["boat", license_vehicle, localize "STRS_license_boat", 1500, 4], ["air", license_vehicle, localize "STRS_license_air", 50000, 5], ["handgun", license_weapon, localize "STRS_license_handgun", 60000, 6], ["smg", license_weapon, localize "STRS_license_smg", 70000, 7], ["rifle", license_weapon, localize "STRS_license_rifle", 120000, 8], ["sniper", license_weapon, localize "STRS_license_sniper", 150000, 9], ["machinegun", license_weapon, localize "STRS_license_machinegun", 170000, 10], ["explosive", dummyobj, localize "STRS_license_explosive", 195000, 11], ["basic_police", licenseflag_cop, localize "STRS_license_basic_police", 500, 12], ["patrol_training", licenseflag_cop, localize "STRS_license_coppatrol", 18000, 13], ["response_training", licenseflag_cop, localize "STRS_license_copresponse", 55000, 14], ["air_support_training", licenseflag_cop, localize "STRS_license_copairsupport", 55000, 15], ["swat_training", licenseflag_cop, localize "STRS_license_copswat", 110000, 16], ["medic", university, localize "STRS_license_medic", 10000, 17], ["uni", university, localize "STRS_license_uni", 8000, 18], ["bounty", rathaus, localize "STRS_license_bounty", 30000, 19], ["engineer", university, localize "STRS_license_engineer", 20000, 20], ["lockpick", university, localize "STRS_license_lockpick", 10000, 21], ["bomb", university, localize "STRS_license_bomb", 50000, 22], ["bodyguard_license", rathaus, localize "STRS_license_bodyguard", 65000, 23], ["realestate_license", rathaus, localize "STRS_license_realestate", 50000, 24] ]; INV_LizenzOwner = []; JFIFddDuckyAAdobed      !1AQaq"2BRr#Ss53!1AQaq"2BRb#r34CSc$ ?ʄ'T\! sWZY|$x_{odk`~{C[;\Zchap?>,I6$;- 8/V<$M yM|*VVWIg|b:`ݰVSj>`h`:WHp&A(lrd.31ƌl}-ioJ1h#1Us494Nܩ 6SVr' -I)3Ϟ:i])7*!Y?%&C=KZa!g2s^;}h_H.U:ZMm^AԊ|:oHK|vUNkcԫ"2 #uaJvi5y-jcNnD9}ŝN4˯K/O>{V5IV\7,4(G%vK@w]MBM%r~39c!KpGc_9NFGX0֎Mvxuͩ[N0!P>ß taUM9fR\X@:zUfMn:CfQ3C˗Ӳv_^iQԥY{xDiyH$3Wn ?rg<#eK܍*=KڎrJ 2"`zAplhR7 \ 0Y˚KjWooel65L{?rYps>,/fU,,Ț%`Ka44^>=AWXn$ Khh2%RGޫobN` / ՋCF+ZO̙3NJOv.ܚp:[?4 M`x;nၨ{)2TfNw3 wkZF?JZR>=:2k[!Nv݆T]!Fu*ptԣ{E?cـ6~5ocƑ cI+@ {SaSӭB-' \MvO)D8iȠ_VddS avuVcpLf 7{\^oyWV?Աŧd^_@1;Te/*tFjF*W=a&ϑ>T܉ZY,76+֊@qs,#ݼ⢧(BGM6H@9G2M*({7-R8HHFRmkG֠uN$Շֵ, 2;TPrܖ1,fV2KRiϷԫAߜ@\cj&#Ȉ3 y٬Y:KAӒs'W33%VB(B(BUfV :T渴fQCfr[BRM;! mTpW>=< 4m%HXңuIz??h e&o·'SrOK[j!1pZ_{oP 4̝݇o BiQ*Nl'f9ӹ8r]4z姝yѺ([ʐiȤ2«`oZxhӧW&ep`@oZw0쪃&)p.KPcaV@=;[_kձP3Zg^n9܃ `Ňpn-MOc*Pbqv̝qF4h6g;S,PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP%'(含76 hɥ9g19um/Zk@V_^}iMXwjudb,lGҧ%-$m*j(B(B(B(B %QqmL /[UYk{v Gӝq.Ƙ c 2TKp=CzkH.F\і!<A+Չ\]@9cfkr/3GwgQ*'S#Uw#@6.ېY\ lz_Q WӨwV Wxh=Ą;jUBV)Yw*.%BPP.A^MCzx)WB>zZa:G_@hdʮoah&{ݝ-KSln*Foplv+Y9͂ɔ#\(wh˯Wh|VMtXeqT>Ydн[l:o%jv`%?K/4Nwr'",Tos"iP 1{^o5pqA^QI|Y)#k}Mwԫd—unYo2}L+odZ8n4 93fr9T Ѭd`kBܱom<Ύʰ".|k$guD%@\t+t{hG .ud.-"%p0]Sef|erPj _SYHFuc.^ai~M}iM^_IH4ƏĬbqv7kiSVKq&|a%M4mꪠ,F9kKuiuw`| 3<nň>*nziҴl?#ܶY$b1iv;iƔ)[dXȋj E?m+LFWӦ[ҹV%c&OU Jd[B7քzOU?1"ItEQteL$Sf_7Lkio ~GpO98eXHY@6𥲚9q/s^ dvGH\*"jWmZDȧw:w˩8T~/1Y!!ڽ|SZJZM@$Wd&񟼭 8Ďeg.dVׯJub&uunC#,55Ոw@𹬀9&|Lxܕ2%ܑom#bzaeodiH )O\~s.,8RV 9d v. 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**************************************************************** ; Script file for Armed Assault ; Created by: TODO: Author Name ; **************************************************************** _pos = _this select 0 _z = _this select 1 _R = _this select 2 _G = _this select 3 _B = _this select 4 _sila = _this select 5 _light = "#lightpoint" createVehicleLocal [getpos _pos select 0,getpos _pos select 1,(getpos _pos select 2) + _z] _light setLightColor [_R,_G,_B] _light setLightBrightness _sila _light setLightAmbient [_R,_G,_B] _lampa = "#particlesource" createVehicleLocal [getpos _pos select 0,getpos _pos select 1,(getpos _pos select 2)+_z] _lampa setParticleCircle [0, [0, 0, 0]] _lampa setDropInterval 0.05 _lampa setParticleParams ["\ca\data\kouleSvetlo", "", "Billboard", 1, 0.5, [0, 0, + _z], [0, 0, 0], 1, 1, 0.9, 0, [0.5], [[_R,_G,_B,0.7],[_R,_G,_B,0.5],[_R,_G,_B,0]], [0,1], 1, 1, "", "", _pos]waitUntil {(alive player)}; format["if (local server) then {[%1, %2] execVM ""publicVar.sqf"";};", player, longrolenumber] call ISSE_pub_execPstr; if (debug) then {debugarray = debugarray + [ format["Requesting Stats: %1", longrolenumber] ];}; if (debug) then {debugarray = debugarray + [ "Waiting for Arrays..." ];}; waitUntil {JIP_PublicArray_ready}; if (debug) then {debugarray = debugarray + [ "Arrays arrived." ];}; if (iscop) then { } else { call compile format [" %1_arrest = 0; %1_wanted = 0; bounty_%1 = 0; %1_markerjammed = 0; publicVariable ""%1_arrest""; publicVariable ""%1_wanted""; publicVariable ""bounty_%1""; publicVariable ""%1_markerjammed""; ", player ]; }; _arbeiterarray = call compile format ["%1", JIP_Arbeiter_Action_Array]; { if (not(isNull(_x select 0))) then { call compile format ['%1 addaction [localize "STRS_arbeiter_copaction", "someCompile.sqf", ["player groupChat format[localize ""STRS_arbeiter_meister"", %2];"]]', _x select 0, _x select 1]; }; } forEach _arbeiterarray; call ClientRequestVar; if (debug) then { debugarray = debugarray + [ format["Requesting Stats: %1", longrolenumber] ];}; if (debug) then {debugarray = debugarray + [ "Waiting for Stats..." ];}; waitUntil {JIP_Stats_Ready}; if (debug) then {debugarray = debugarray + [ "Stats arrived." ];}; if (local_arrest == 1) then { format ["if (local server) then {[""arrestserver"", %1, %2, %3] execVM ""civMenuActions.sqf"";};", player, (20), player] call ISSE_pub_execPstr; }; if (hideout_arraynumber > -1) then { ['hideout', 1] call INV_AddInventoryItem; }; _art = _this select 0; if (_art == "use") then { _item = _this select 1; _anzahl = _this select 2; _closeVcl = dummyobj; _closest = -1; { if (not(isNull(_x))) then { if ( ((player distance _x) < 7) and ( ((player distance _x) < _closest) or (_closest == -1) ) ) then { _closest = (player distance _x); _closeVcl = _x; }; }; } forEach INV_ServerVclArray; if (not(_closest == -1)) then { if (_closeVcl in INV_VehicleArray) then { player groupchat localize "STRS_inventar_lockpick_already"; } else { if ((random 100) > 80) then { INV_VehicleArray = INV_VehicleArray + [_closeVcl]; player groupChat localize "STRS_inventar_lockpick_success"; if ([player, coparray, 20] call ISSE_ArrayIsNear) then { format [" [""StoleVcl"", %1, %3] spawn Isse_AddCrimeLogEntry; hint format[localize ""STRS_inventar_lockpick_gesehen"", %1, %3]; %1_wanted = 1; ", player, longrolenumber, _closeVcl] call ISSE_pub_execPstr; }; } else { player groupChat localize "STRS_inventar_lockpick_noluck"; }; [_item, -1] call INV_AddInventoryItem; }; } else { player groupChat localize "STRS_inventar_lockpick_zuweit"; };}; // Loop Scripts and Checks // loopActions.sqf // Setup Zero Vars _a1 = 0; _a2 = 0; _a3 = 0; _a4 = 0; _a5 = 0; _a6 = 0; _a7 = 0; _a8 = 0; _a9 = 0; _a10 = 0; _a11 = 0; _a12 = 0; _a13 = 0; _a14 = 0; _a15 = 0; _a16 = 0; _a17 = 0; _a18 = 0; _a19 = 0; _a20 = 0; _a21 = 0; _a22 = 0; _a23 = 0; _a24 = 0; _a25 = 0; _a26 = 0; _a27 = 0; _a28 = 0; _a29 = 0; _a30 = 0; _a31 = 0; _a32 = 0; _a33 = 0; _a34 = 0; _a35 = 0; _a36 = 0; _a37 = 0; _a38 = 0; _a39 = 0; _a40 = 0; _a41 = 0; _a42 = 0; _a43 = 0; _a44 = 0; _a45 = 0; _a46 = 0; _a47 = 0; _a48 = 0; _a49 = 0; _a50 = 0; //License Remove Flag // Check civ accounts // Own added ones airtaxi_cost = 5000; _addeal = 0; _drugdeal = 0; _weapondeal = 0; _cmenul = 0; _holmenu = 0; _unholmenu = 0; holstervar = false; unholstervar = false; _hasweapon = false; _HandWeapon = false; _trans1 = 0; _trans2 = 0; _trans3 = 0; _trans4 = 0; _trans5 = 0; _trans6 = 0; _v1 = 0; _v2 = 0; _v3 = 0; _f1 = 0; _f2 = 0; _f3 = 0; _f4 = 0; _f5 = 0; _f6 = 0; _f7 = 0; _Arr1 = []; for [{_i=0}, {_i < (count civarray)}, {_i=_i+1}] do {_Arr1 = _Arr1 + [0];}; _Arr4 = []; _Arr5 = []; _Arr6 = []; _Arr7 = []; // Check Loops while {true} DO { // Cop actionmenus for busting of the drugdealer if ((iscop) and (player distance drugvehicle <= 5) and (_addeal == 0) and (alive drugvehicle)) then { actionbustdrugdealer = player addaction [format[localize "STRS_addAction_drugdealerbust"], "bustdrugd.sqf"]; _addeal = 1; }; if (((player distance drugvehicle > 5) and (_addeal == 1)) or (!alive drugvehicle)) then { player removeAction actionbustdrugdealer; _addeal = 0; }; // Actionmenu for the Drugdealer (odd workaround and new array "INV_Dealershops" was needed, since for that you cannnot use the automatic way like all other itmeshops does it.) _action = ((INV_DealerShops select 0) select 1); if ((player distance drugvehicle <= 5) and (_drugdeal == 0) and (alive drugvehicle)) then { actiondrugdealer = player addaction [_action, "shopDlgOpen.sqf", [0]]; _drugdeal = 1; }; if ((player distance drugvehicle > 5) and (_drugdeal == 1) or (!alive drugvehicle)) then { player removeaction actiondrugdealer; _drugdeal = 0; }; // Airtaxi Stuff // To Bagango airport if (((player distance airflag_paraiso <= 5) or (player distance airflag2 <= 5) or (player distance carflag6 <= 5) or (player distance airflag_rahmadi <= 5)) and (_trans1 == 0)) then { airtaxi_bagango = player addAction [format[localize "STRS_addAction_trans_to_bagango", airtaxicost, airtaxitaxes],"airtaxi.sqf",["bagango"]]; _trans1 = 1; }; if (((player distance airflag_paraiso > 5) and (player distance airflag2 > 5) and (player distance carflag6 > 5) and (player distance airflag_rahmadi > 5)) and (_trans1 == 1)) then { player removeAction airtaxi_bagango; _trans1 = 0; }; // To Mercalillo Airport if (((player distance airflag_paraiso <= 5) or (player distance airflag1 <= 5) or (player distance carflag6 <= 5) or (player distance airflag_rahmadi <= 5)) and (_trans2 == 0)) then { airtaxi_mercalillo = player addAction [format[localize "STRS_addAction_trans_to_mercalillo", airtaxicost, airtaxitaxes],"airtaxi.sqf",["mercalillo"]]; _trans2 = 1; }; if (((player distance airflag_paraiso > 5) and (player distance airflag1 > 5) and (player distance carflag6 > 5) and (player distance airflag_rahmadi > 5)) and (_trans2 == 1)) then { player removeAction airtaxi_mercalillo; _trans2 = 0; }; // To Pita Airport if (((player distance airflag_paraiso <= 5) or (player distance airflag1 <= 5) or (player distance airflag2 <= 5) or (player distance airflag_rahmadi <= 5)) and (_trans3 == 0)) then { airtaxi_pita = player addAction [format[localize "STRS_addAction_trans_to_pita", airtaxicost, airtaxitaxes],"airtaxi.sqf",["pita"]]; _trans3 = 1; }; if (((player distance airflag_paraiso > 5) and (player distance airflag1 > 5) and (player distance airflag2 > 5) and (player distance airflag_rahmadi > 5)) and (_trans3 == 1)) then { player removeAction airtaxi_pita; _trans3 = 0; }; // To Paraiso Airport if (((player distance carflag6 <= 5) or (player distance airflag1 <= 5) or (player distance airflag2 <= 5) or (player distance airflag_rahmadi <= 5)) and (_trans4 == 0)) then { airtaxi_paraiso = player addAction [format[localize "STRS_addAction_trans_to_paraiso", airtaxicost, airtaxitaxes],"airtaxi.sqf",["paraiso"]]; _trans4 = 1; }; if (((player distance carflag6 > 5) and (player distance airflag1 > 5) and (player distance airflag2 > 5) and (player distance airflag_rahmadi > 5)) and (_trans4 == 1)) then { player removeAction airtaxi_paraiso; _trans4 = 0; }; // To Rahmadi Airport if (((player distance carflag6 <= 5) or (player distance airflag1 <= 5) or (player distance airflag2 <= 5) or (player distance airflag_paraiso <= 5)) and (_trans5 == 0)) then { airtaxi_rahmadi = player addAction [format[localize "STRS_addAction_trans_to_rahmadi", airtaxicost, airtaxitaxes],"airtaxi.sqf",["rahmadi"]]; _trans5 = 1; }; if (((player distance carflag6 > 5) and (player distance airflag1 > 5) and (player distance airflag2 > 5) and (player distance airflag_paraiso > 5)) and (_trans5 == 1)) then { player removeAction airtaxi_rahmadi; _trans5 = 0; }; // To Corazol City if (((player distance carflag6 <= 5) or (player distance airflag1 <= 5) or (player distance airflag2 <= 5) or (player distance airflag_paraiso <= 5) or (player distance airflag_rahmadi <= 5)) and (_trans6 == 0)) then { airtaxi_corazol = player addAction [format[localize "STRS_addAction_trans_to_corazol", airtaxicost, airtaxitaxes],"airtaxi.sqf",["corazol"]]; _trans6 = 1; }; if (((player distance carflag6 > 5) and (player distance airflag1 > 5) and (player distance airflag2 > 5) and (player distance airflag_paraiso > 5) and (player distance airflag_rahmadi > 5)) and (_trans6 == 1)) then { player removeAction airtaxi_corazol; _trans6 = 0; }; // Default Entries if ((iscop) and (player distance copbaseflag <= 5) and (_a5 == 0)) then { action_copmenu = player addAction [format[localize "STRS_addAction_copmenu"], "openDialogs2.sqf",["copmenu"]]; _a5 = 1; }; if ((player distance copbaseflag > 5) and (_a5 == 1)) then { player removeAction action_copmenu; _a5 = 0; }; //player removeAction action_copmenulite; if ((iscop) && (player == vehicle player) && (_cmenul == 0)) then { player removeAction action_copmenulite; action_copmenulite = player addAction [format[localize "STRS_addAction_copmenulite"], "openDialogs2.sqf",["copmenulite"]]; _cmenul = 1; }; if ((player != vehicle player) && (_cmenul == 1)) then { player removeAction action_copmenulite; _cmenul = 0; }; if ((player distance wetterflag <= 5) and (_a7 == 0)) then { action_wetterbericht = player addAction [format [localize "STRS_addAction_weather"], "someCompile.sqf", ["hint format['%1', call ENV_wett_bericht]"]]; _a7 = 1; }; if ((player distance wetterflag > 5) and (_a7 == 1)) then { player removeAction action_wetterbericht; _a7 = 0; }; if ((rolecop == 0) and (player distance bailflag<= 5) and (_a10 == 0)) then { action_bail = player addAction [format [localize "STRS_addAction_bail"],"openDialogs2.sqf",["bail"]]; _a10 = 1; }; if ((player distance bailflag > 5) and (_a10 == 1)) then { player removeAction action_bail; _a10 = 0; }; if ((player distance hurenflag <= 5) and ((rolecop == 0) or (copworkerallowed == 1)) and (_a11 == 0)) then { action_hoes = player addAction[format [localize "STRS_addAction_buy_worker", huren_cost],"workers.sqf", ["holen"]]; _a11 = 1; }; if ((player distance hurenflag > 5) and (_a11 == 1)) then { player removeAction action_hoes; _a11 = 0; }; if ((player distance rathaus <= 5) and (rolecop == 0) and (_a12 == 0) and (INV_local_hashideout == 0)) then { action_hideout = player addAction[localize "STRS_addAction_buy_hideout","openDialogs2.sqf",["hideout"]]; _a12 = 1; }; if ((player distance rathaus > 5) and (_a12 == 1)) then { player removeAction action_hideout; _a12 = 0; }; if ((player distance rathaus <= 5) and (_a13 == 0)) then { action_gildenmenu = player addAction[localize "STRS_addAction_gildenmenu","openDialogs2.sqf",["gildenmenu"]]; _a13 = 1; }; if ((player distance rathaus > 5) and (_a13 == 1)) then { player removeAction action_gildenmenu; _a13 = 0; }; if ((player distance rathaus <= 5) and (_a14 == 0) and (isGildenLeader)) then { action_gildenpunkte = player addAction[localize "STRS_addAction_gildenpunkte","openDialogs2.sqf",["punktekauf"]]; _a14 = 1; }; if (((player distance rathaus > 5) or (NOT(isGildenLeader))) and (_a14 == 1)) then { player removeAction action_gildenpunkte; _a14 = 0; }; if ((player distance rathaus <= 5) and (_a47 == 0)) then { action_wahl = player addAction [format [localize "STRS_addAction_wahlen"], "openDialogs2.sqf",["wahlen"]]; _a47 = 1; }; if ((player distance rathaus > 5) and (_a47 == 1)) then { player removeAction action_wahl; _a47 = 0; }; if (((player distance workplaceradio <= 5) or (player distance prisonradio <= 5)) and (_a21 == 0)) then { action_radio = player addAction [localize "STRS_addAction_radio_on","radio.sqf"]; _a21 = 1; }; if (((player distance workplaceradio > 5) and (player distance prisonradio > 5) and (_a21 == 1))) then { player removeAction action_radio; _a21 = 0; }; if ((player distance rathaus <= 5) and (_a45 == 0)) then { action_crimelog = player addAction [localize "STRS_addaction_crimelog", "openDialogs2.sqf",["coplog"]]; _a45 = 1; }; if ((player distance rathaus > 5) and (_a45 == 1)) then { player removeAction action_crimelog; _a45 = 0; }; // Racing Variables _cost = race_join_cost; _racevcl = vehicle player; if ((player != _racevcl) and (_racevcl Distance raceflag <= 5) and (rolecop == 0) and (race_started == 0) and (_a15 == 0)) then { _v3 = vehicle player; action_racemember = _v3 addAction[format [localize "STRS_addAction_race_join", _cost], "raceStart.sqf"]; _a15 = 1; }; if (((_racevcl Distance raceflag > 5) or (race_started == 1) or (player == vehicle player)) and (_a15 == 1)) then { _v3 removeAction action_racemember; _a15 = 0; }; // Storages now at crate in PoliceBase if ((player distance copbase_crate <= 5) and (_a49 == 0)) then { action_copstorage1 = player addAction[localize "STRS_addAction_copstorage1","storage.sqf", ["coplager_local", "save"]]; action_copstorage2 = player addAction[localize "STRS_addAction_copstorage2","storage.sqf", ["coplager_global", "public"]]; _a49 = 1; }; if ((player distance copbase_crate > 5) and (_a49 == 1)) then { player removeAction action_copstorage1; player removeAction action_copstorage2; _a49 = 0; }; // Copmenu and Sirens if ((!(player == vehicle player)) and (_a1 == 0)) then { _v1 = vehicle player; _a1 = 1; vclinfoaction = _v1 addAction [localize "STRS_addAction_vehicleinfo", "vehHidoutInfo.sqf", ["vehicle_info"]]; if (!iscop) then { vclinventaraction = _v1 addAction [localize "STRS_dead_menuentry_inventar", "invOpen.sqf", []]; } else { vclCopinventaraction = _v1 addAction [localize "STRS_dead_menuentry_inventar", "cop_inventory_dialog.sqf", []]; }; vclstatsraction = _v1 addAction [localize "STRS_dead_menuentry_hints", "openDialogs2.sqf", ["spielerliste"]]; if ((_v1 isKindOf "Landrover_Police") or (_v1 isKindOf "Landrover") or (_v1 isKindOf "Landrover_Closed") or (_v1 isKindOf "UAZ") or (_v1 isKindOf "HMMWV") or (_v1 isKindOf "UAZMG") or (_v1 isKindOf "LandroverMG") or (_v1 isKindOf "Stryker_ICV_M2") or (_v1 isKindOf "M113") or (_v1 isKindOf "HMMWV50")) then { vclsireneaction = _v1 addAction [localize "STRS_addAction_sirene", "carSiren.sqf", ["activate"], 0, true, false, "binocular"]; }; if ((iscop) and ((_v1 isKindOf "Landrover_Police") or (_v1 isKindOf "Landrover") or (_v1 isKindOf "Landrover_Closed") or (_v1 isKindOf "MH6") or (_v1 isKindOf "UH60MG") or (_v1 isKindOf "Truck5tMG") or (_v1 isKindOf "M1Abrams") or (_v1 isKindOf "Truck5tOpen") or (_v1 isKindOf "UAZ") or (_v1 isKindOf "HMMWV") or (_v1 isKindOf "UAZMG") or (_v1 isKindOf "LandroverMG") or (_v1 isKindOf "Stryker_ICV_M2") or (_v1 isKindOf "M113") or (_v1 isKindOf "HMMWV50"))) then { vclcopmenu = _v1 addAction [localize "STRS_addAction_copmenu", "openDialogs2.sqf",["copmenu"]]; }; }; if ((player == vehicle player) and (_a1 == 1)) then { _a1 = 0; player removeAction playanimationaction; player removeAction statdialogaction; player removeAction action_inventar; player removeAction action_inventar_cop; statdialogaction = player addAction [localize "STRS_dead_menuentry_hints", "openDialogs2.sqf", ["spielerliste"]]; if (!iscop) then { action_inventar = player addAction [localize "STRS_dead_menuentry_inventar", "invOpen.sqf", []]; } else { action_inventar_cop = player addAction [localize "STRS_dead_menuentry_inventar", "cop_inventory_dialog.sqf", []]; }; playanimationaction = player addAction [localize "STRS_dead_menuentry_animation", "animDlgOpen.sqf", []]; _v1 removeAction vclstatsraction; _v1 removeAction vclinfoaction; _v1 removeAction vclinventaraction; _v1 removeAction vclsireneaction; _v1 removeAction vclCopinventaraction; _v1 removeAction vclcopmenu; }; for [{_i=0}, {_i < (count BuyAbleBuildingsArray)}, {_i=_i+1}] do { _name = (BuyAbleBuildingsArray select _i) select 1; _flag = (BuyAbleBuildingsArray select _i) select 2; _cost = (BuyAbleBuildingsArray select _i) select 3; if ((player distance _flag <= 5) and (_a16 == 0)) then { action_shopbuy = player addAction [format [localize "STRS_addAction_buy_shop", _name, _cost], "buyShop.sqf", ["immobilie", _i]]; _a16 = 1; _f1 = _i; }; if ((player distance _flag > 5) and (_i == _f1) and (_a16 == 1)) then { player removeAction action_shopbuy; _a16 = 0; }; }; for [{_i=0}, {_i < (count BuyAbleBuildingsArray)}, {_i=_i+1}] do { _Scriptname = (BuyAbleBuildingsArray select _i) select 0; _flag = (BuyAbleBuildingsArray select _i) select 2; _art = (BuyAbleBuildingsArray select _i) select 5; _ablage = (BuyAbleBuildingsArray select _i) select 6; if ( (_Scriptname in BuildingsOwnerArray) and (_art == "shop") ) then { if ((player distance _flag <= 5) and (rolecop == 0) and (_a48 == 0)) then { action_shopablage = player addAction [localize "STRS_fac_storage", "storage.sqf", [_ablage, "save"]]; _a48 = 1; _f1 = _i; }; if ((player distance _flag > 5) and (_i == _f1) and (_a48 == 1)) then { player removeAction action_shopablage; _a48 = 0; }; }; }; if ((player distance regierungsflag <= 2) and (isMayor) and (_a25 == 0)) then { action_prisonrelease = player addAction [localize "STRS_addAction_prisonrelease","openDialogs2.sqf", ["wantedrelease"]]; gesetz_action = player addAction [localize "STRS_addAction_gesetz", "openDialogs2.sqf", ["gesetz"]]; steuern_action = player addAction [localize "STRS_addAction_steuern", "openDialogs2.sqf", ["steuern"]]; resignMayor_action = player addAction [localize "STRS_addaction_resignMayor", "positionResign.sqf", ["mayor"]]; _a25 = 1; }; if (((player distance regierungsflag > 2) or (not(isMayor))) and (_a25 == 1)) then { player removeAction action_prisonrelease; player removeAction gesetz_action; player removeAction steuern_action; player removeAction resignMayor_action; _a25 = 0; }; if ((IsChief) or (Debug)) then { if ((player distance ChiefofPoliceFlag <= 2) and (_a50 == 0)) then { Action_RemoveLicense = player addaction [localize "STRS_addAction_removeLicense", "openDialogs2.sqf", ["RemoveLicense"]]; Action_CheckBank = player addaction [localize "STRS_addAction_CheckCivBanks", "openDialogs2.sqf", ["CheckAccounts"]]; resignChief_action = player addAction [localize "STRS_addaction_resignChief", "positionResign.sqf", ["chief"]]; _a50 = 1; }; }; if ((player distance ChiefofPoliceFlag > 2) and (_a50 == 1)) then { player removeaction Action_RemoveLicense; player removeaction Action_CheckBank; player removeAction resignChief_action; _a50 = 0; }; // Civ Menu! for [{_i = 0}, {_i < civscount}, {_i = _i+1}] do { _player = civarray select _i; _playerstring = civstringarray select _i; _added = _Arr1 select _i; if ((player distance _player <= 3) and (alive _player) and (_player == vehicle _player) and (_added == 0) and (NOT(_player == player))) then { if (iscop) then { call compile format ["action_civmenu%1 = player addAction [format [localize ""STRS_addAction_civmenu"", name %3, %2], ""civMenuOpen.sqf"", [""civmenu"", %2, %3]];", (_i+1), _playerstring, _player]; } else { call compile format ["action_civmenu%1 = player addAction [format [localize ""STRS_addAction_civmenu"", name %3, %2], ""civMenuOpen.sqf"", [""civinteraktion"", %2, %3]];", (_i+1), _playerstring, _player]; }; _Arr1 set [_i, 1]; }; if (((player distance _player > 3) or (NOT(alive _player)) or (NOT(_player == vehicle _player))) and (_added == 1)) then { call compile format ["player removeAction action_civmenu%1; ", (_i+1)]; _Arr1 set [_i, 0]; }; }; for [{_i=0}, {_i < (count INV_ServerVclArray)}, {_i=_i+1}] do { if (not(isNull(INV_ServerVclArray select _i))) then { _vcl = (INV_ServerVclArray select _i); if ((not(_vcl in _Arr4)) and (_vcl in INV_VehicleArray)) then { _Arr4 = _Arr4 + [_vcl]; call compile format['%1_lockaction = %1 addAction [ localize "STRS_addaction_lock", "someCompile.sqf", [ "[""schluessel"", %1, 0] execVM ""carKeys.sqf"";" ] ]; %1_kofferraum = %1 addAction [ localize "STRS_addaction_trunk", "storage.sqf", [ "%3", "public", ["vcl", "%2"], "%4", "%5" ] ];', _vcl, (typeOf _vcl), format["%1_storage", _vcl], format["%1_maxWeight", _vcl], format["%1_Weight", _vcl]]; }; if ((not(_vcl in _Arr5)) and (not(_vcl in INV_VehicleArray))) then { _Arr5 = _Arr5 + [_vcl]; if (iscop) then { call compile format['%1_vehiclecheck = %1 addAction [ localize "STRS_addaction_trunk_see", "someCompile.sqf", "[""%3""] execVM ""openStorageDlg.sqf"";" ];%1_removeillegal = %1 addAction [ localize "STRS_addaction_trunk_check", "someCompile.sqf", "if (""%3"" call INV_RemoveIllegalStorage) then {publicVariable ""%3""; player groupChat ""Illegal things found and removed."";} else {player groupChat ""No illegal things found"";};" ];' , _vcl, (typeOf _vcl), format["%1_storage", _vcl]]; }; }; if (not(_vcl in _Arr6)) then {_Arr6 = _Arr6 + [_vcl]; }; }; }; for [{_i=0}, {_i < (count _Arr4)}, {_i=_i+1}] do { if (not(isNull(_Arr4 select _i))) then { _vcl = (_Arr4 select _i); if (not(_vcl in INV_VehicleArray)) then { _Arr4 = _Arr4 - [_vcl];call compile format['%1 removeAction %1_lockaction;%1 removeAction %1_kofferraum;', _vcl]; }; } else { _Arr4 SET [_i, ""]; _Arr4 = _Arr4 - [""]; }; }; for [{_i=0}, {_i < (count _Arr5)}, {_i=_i+1}] do { if (not(isNull(_Arr5 select _i))) then { _vcl = (_Arr5 select _i); if ((not(_vcl in INV_ServerVclArray)) or (_vcl in INV_VehicleArray)) then { _Arr5 = _Arr5 - [_vcl]; if (iscop) then { call compile format['%1 removeAction %1_vehiclecheck; %1 removeAction %1_removeillegal', _vcl]; }; }; } else { _Arr5 SET [_i, ""]; _Arr5 = _Arr5 - [""]; }; }; if (iscop) then { for [{_i=0}, {_i < count _Arr7 }, {_i=_i+1}] do { if (isNull(_Arr7 select _i)) then { _Arr7 set [_i, ""]; _Arr7 = _Arr7 - [""]; }; }; for [{_i=0}, {_i < count INV_ServerObjArray}, {_i=_i+1}] do { if (not(isNull(INV_ServerObjArray select _i))) then { _obj = INV_ServerObjArray select _i; if ( (not(_obj in _Arr7)) and (not(_obj in INV_objSpawned)) ) then { call compile format ['%1 addAction [localize"STRS_inv_item_obj_take", "someCompile.sqf", ''["pack", %1] execVM "placeObj.sqf";'']; ', _obj]; _Arr7 = _Arr7 + [_obj]; }; }; }; }; // Holster + Unholster Pistol Actionmenu. if ( count((weapons player) - ["Binocular"] - ["NVGoggles"]) > 0) then { _hasweapon = true; } else { _hasweapon = false; }; // Use one of isseteas functions to detect pistol { if ((_x call INV_GetWeaponTyp) == 1) then {_HandWeapon = true;} else {_HandWeapon = false;}; } forEach (weapons player); // Holster if ((player == vehicle player) AND (_holmenu == 0) AND ((_hasweapon) and (_HandWeapon) and (!holstervar))) then { action_holsterpistol = player addaction [format[localize "STRS_addAction_holsterpistol"], "holster_mid_script.sqf",["holster"]]; _holmenu = 1; }; if (((player != vehicle player) OR ((!_hasweapon) OR (!_HandWeapon)) OR (holstervar)) AND (_holmenu == 1)) then { player removeAction action_holsterpistol; _holmenu = 0; }; //Unholster if ((player == vehicle player) && (_unholmenu == 0) && (unholstervar)) then { action_unholsterpistol = player addaction [format[localize "STRS_addAction_unholsterpistol"], "holster_mid_script.sqf",["unholster"]]; _unholmenu = 1; }; if (((player != vehicle player) OR (!unholstervar)) AND (_unholmenu == 1)) then { player removeAction action_unholsterpistol; _unholmenu = 0; }; // VAT-Taxes for fuel and Airtaxi airtaxitaxes = round((airtaxicost / 100) * ((INV_ItemTypenArray select 1) select 2)); TankenTaxCost = (TankenCost*GblFuelTaxes) / 100; AVGAS_TaxTankenCost = (AVGAS_TankenCost*GblFuelTaxes) / 100; sleep 1; }; // Basic Variables for Players and Wanted Status. Also checks which License a player owns and sets then a variable for further use on paychecks, etc. // loopChecks.sqf _art = _this select 0; if (_art == "clientloop2") then { _TerrorcivSetWanted = 0; while {true} do { coparray = [cop1, cop2, cop3, cop4, cop5, cop6, cop7, cop8, cop9, cop10, cop11, cop12]; civarray = [civ1, civ2, civ3, civ4, civ5, civ6, civ7, civ8, civ9, civ10, civ11, civ12, civ13, civ14, civ15, civ16, civ17, civ18, civ19, civ20]; playerarray = [civ1, civ2, civ3, civ4, civ5, civ6, civ7, civ8, civ9, civ10, civ11, civ12, civ13, civ14, civ15, civ16, civ17, civ18, civ19, civ20, cop1, cop2, cop3, cop4, cop5, cop6, cop7, cop8, cop9, cop10, cop11, cop12]; {if ((player distance (_x select 0)) < (_x select 1)) then {timeinworkplace = timeinworkplace + 1;};} forEach workplacearray; if (hideout_abgeschlossen) then {{ if ((_x distance hideout_hideoutobj < 25) and (not(_x == player)) and (alive _x) and (not(_x in hideout_einbrucharray))) then { player groupChat format[localize "STRS_hideout_locked_entered", _x]; hideout_einbrucharray = hideout_einbrucharray + [_x]; }; } forEach playerarray; {if (_x distance hideout_hideoutobj >= 25) then {hideout_einbrucharray = hideout_einbrucharray - [_x];};}forEach hideout_einbrucharray; }; if ((not(iscop)) and (player DISTANCE terrorhideoutlogic <= 200) and (alive player) and (_TerrorcivSetWanted == 0)) then { player groupChat localize "STRS_check_civ_in_terrorbase"; (format ["civ%1_wanted = 1; [""terrorIn"", %2] spawn Isse_AddCrimeLogEntry;", rolenumber, player]) call ISSE_pub_execPstr; _TerrorcivSetWanted = 1; }; if ((_TerrorcivSetWanted == 1) and (player distance terrorhideoutlogic > 200)) then { _TerrorcivSetWanted = 0; }; if (((rolecop == 1) and (player distance terrorhideoutlogic <= 215)) or ((player distance deadcamlogic < 400) and (deadcam == 0) and (rolecop == 0)) or ((rolecop == 0) and (player distance copbase1 <= 125) and (deadcam == 0))) then { if (alive player) then {titleText [localize "STRS_prohibited_area", "plain"];}; }; if (((player distance deadcamlogic < 200) and (deadcam == 0)) or ((not(iscop)) and (player distance copbase1 <= 110) and (deadcam == 0)) or ((iscop) and (player distance terrorhideoutlogic <= 200)) or ((not(isborderpatrol)) and (player distance borderpatrol <= 36))) then { if (alive player) then {call TeleBackFunction;}; }; // Check if player owns terrorlicense and if yes, set to terrorist = true for further use of that variable. if ("terrorist_license" call INV_HasLicense) then { isTerrorist = true; roleterrorist = 1; } else { isTerrorist = false; roleterrorist = 0; }; // Check if player owns Patrol-Cop Training if ("patrol_training" call INV_HasLicense) then { isPatrolOfficer = true; rolePatrolOfficer = 1; } else { isPatrolOfficer = false; rolePatrolOfficer = 0; }; // Check if player owns Criminal-Response Training if ("response_training" call INV_HasLicense) then { isCroOfficer = true; roleCroOfficer = 1; } else { isCroOfficer = false; roleCroOfficer = 0; }; // Check if player owns SWAT License if ("swat_training" call INV_HasLicense) then { istrainedSwat = true; roletrainedSwat = 1; } else { istrainedSwat = false; roletrainedSwat = 0; }; // Check if player owns Bodyguard License if ("bodyguard_license" call INV_HasLicense) then { isBodyguard = true; roleBodyguard = 1; } else { isBodyguard = false; roleBodyguard = 0; }; // Auto-Repair Critical Buildings { if ((!(alive _x)) or (damage _x > 0.4)) then { _x setDamage 0; };} forEach [RepairBuilding1, RepairBuilding2, rathaus, RepairBuilding4, RepairBuilding5, RepairBuilding6, RepairBuilding7, RepairBuilding8, RepairBuilding9, RepairBuilding10, RepairBuilding11, RepairBuilding12, RepairBuilding13, RepairBuilding14, RepairBuilding15, RepairBuilding16,cophospitaltent, hospitaltent]; if ((alive player) and (DeadWaitSec > (respawnzeit+deadtimebonus))) then { DeadWaitSec = DeadWaitSec - deadtimebonus; }; _money = 'money' call INV_GetItemAmount; if (_money < 0) then {['money', 0] call INV_SetItemAmount; _money = 0;}; // Inform Player they have Exceeded Max Money if (Kontostand > money_limit) then { Kontostand = money_limit; player groupChat localize "STRS_maxmoney"; }; if (_money > money_limit) then { ['money', money_limit] call INV_SetItemAmount; player groupChat localize "STRS_maxmoney"; }; {if ((rating _x) < 0) then { _x addRating (abs (rating _x)); }; if ((score _x) < 0) then { _x addScore (abs (score _x)); };} forEach playerarray; if ((daytime > 20) or (daytime < 6)) then {night = 1;} else {night = 0;}; sleep 1; }; }; if ((_art == "serverloop1") and (local server)) then { while {true} do { for [{_i=0}, {_i < (count publicarbeiterarctionarray)}, {_i=_i+1}] do { if ( (not((format["%1", ((publicarbeiterarctionarray select _i) select 1)]) call ISSE_UnitExists)) or (isNull((publicarbeiterarctionarray select _i) select 0)) ) then { if (debug) then { debugarray = debugarray + [ format["Deleting worker (%1).", publicarbeiterarctionarray] ]; }; if (not(isNull((publicarbeiterarctionarray select _i) select 0))) then { _worker = ((publicarbeiterarctionarray select _i) select 0); _worker Action ["eject", (vehicle _worker)]; _worker setVehicleinit ""; deletevehicle _worker; }; publicarbeiterarctionarray SET [_i, ""]; publicarbeiterarctionarray = publicarbeiterarctionarray - [""]; }; }; for [{_i=0}, {_i < (count publichideoutarray)}, {_i=_i+1}] do { if ( (not( ((publichideoutarray select _i) select 0) call ISSE_UnitExists)) or (isNull(((publichideoutarray select _i) select 1) select 0)) ) then { {if (NOT(isNull _x)) then {_x setVehicleinit "";deletevehicle _x;};} forEach ((publichideoutarray select _i) select 1); 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(|D, Cgm XùKSIĤS1$@܏Nk2jXr_N/q& .{m}cԨ"DH$@e]ԮDi'F#`5%a̬tCGІn!ڔ8u;4㑶UeW0~ pS^L4?Y̷]?*228P_i%w|_ VՄJaZtUjz5 kZ )yQcWŇ!15*GӇĶ#J#c]v6 BYUk>z6V!YP\KαڽH 4㐫!ђўHB.nI 새߅X6Y g_Ƥ]7&X 0j$:Pڼ-EbE,{"k 7*# ON"QN9qצA䲩hݣDQY A_ jp+5wB;RNKV,z3P76(}g,T҂I6qkZ r\xS0:|o7uImu&<^"yT60 ZkCy#+2)qj mpҙI{Zc|c$X+cV{+آeD)3ܝ8v㼙ku$yir_P6 %~#Ěj+^^CꋙZAP#R H^u>̇NBqďBE*+3+ PSal1-9# ]iUSڧmܡ 2;Nڹhp_ +RGŰbdÍ%C!x\~,["U';F)~Eت&Z|T&U>zK9pVxNmi~ÞCK96u{ sn1IoO\TZcxG$G ګiXiP>>T IΛ׫4_R{'v$%'/Ѐ8j%2z}5}Ku;䴱_nК\9 U~glŀu9I- %5#^%Ga$S$z6}*$M6\ˠ1:Y5gJo]5 37^izx ޏuG1̔,ڄzg2a̚l[GȺg8}^_Y xJ˗| .v;3!7:eq1IgԔNdڵ?ed?]XGzԐ$qYV@1ĉ%XѕFbY"I;y(w8q踦l}V${ţHs+SBĥoA_H#Qwpi}QY]J-9y ˢr_-[&y-Uz-VLrqʤFG(.%]6,,hvbk0|Sg-PO=^/JCUYM#Y~%}OTIL{rsޝC ';V9#z\7wV>اnԨʥQpfN\'qټ K2E42Y9iFO)@J5ԚgH@߾[> &P'r{u.!(ɩ^oאb1$WLK!y^5G>)v^ t >m~s<ʑJw˲qJu?;UzWR!nHܟb 8;IŽsPCdHu<Xϸ:}(MN~s']L9*[#n`)OoOicĸv#~~VܑTrUr'WgqVzw7AnH?ic{_Uٮ&c=ݏQBHcG;w9|~> .mm%Fz#Fۧ˵cp NǑ*Zyx3҂k% !F)d3_/̇PUN^(eAKEC>ZL8[UˀEY2Ȃ*#IQ;GŇ{o~(A:!*UثWb]v*UثWb]!9d\<!˃PjG$Zثc Dg+.f22vXJ#+r݊]:(v^$ЊS>b @VpbAfҽU6]oe]JI0vy19s}nJ(^297A7MAk=˘NL\LLcd':lb*P`k 3;'gvlFt;.T:Fç\˞<;>>wtBHUUA20On&( ]@`>St:}\@JIXȽ~W8RF^\ tJ)Ie14X`cQ闒J4s c󙀎ү1S®Rт̴ 'Uɀ5H۩GA5$ FY unٙcBeW%9l\ !˃PKI02 -DG32#I(v)v*~/>?Y-\{?Wվ(x팼zyl| eK!z}0ӽ(iS❗Y ^~79J5?gAwRxVMs8cO`9!*heo0KEzd4\hr|Vy~*(w?%5=)U=Am&r9ӍS`?hpjxz_GHomtOEdKn>lK$85t8fRM 9.ZQJ8;pC1QWJVj(Qw^\!4ڙj\ / CӷF\i%:O9L=Y>.UDk6OU4C r.)BHrɇKI;lbr%(V\eʤ1P锹x\])O;2d4;6,XT0r3tznO%Ca$#^l[xdæC#bo*wvC6 QcB*åkLv,"^FqNwje*vom;p%jSlu8#a{_ fk{B^PH;?.9n.*)3,r27d' W; +>C t@ޑ72BE|q˟:.xO/>Ct;KvY#1$Pt^-19T?)C,)-ʈO?'̻ͣty@x zLQ(QYI*܍KM+Pp(b'e>$\ztv<4ܔAFI3Qت%)ˢr+8*-= _chance) then { player groupChat localize "STRS_lotto_lost"; } else { ['money', _lottowin] call INV_AddInventoryItem; player groupChat format[localize "STRS_lotto_winner", (_lottowin call ISSE_str_IntToStr)]; };class lotto { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {ticketlist, submit, cancel, dummybutton}; class DLG_BACK1: RscBackground { x = 0.40; y = 0.35; w = 0.30; h = 0.20; }; class background : RscBgRahmen { x = 0.40; y = 0.35; w = 0.30; h = 0.20; text = $STRD_lotto_title; }; class ticketlist : RscCombo { idc = 1; x = 0.42; y = 0.40; w = 0.26; h = 0.04; }; class submit : RscButton { idc = 2; x = 0.42; y = 0.45; w = 0.26; h = 0.04; text = $STRD_lotto_buyticket; }; class cancel : RscButton { x = 0.42; y = 0.50; w = 0.26; h = 0.04; text = $STRD_lotto_cancel; action = "closedialog 0"; }; class dummybutton : RscDummy { idc = 1005; }; };if (!(createDialog "lotto")) exitWith {hint "Dialog Error!";}; _lottoScheine = (_this select 3); buttonSetAction [2, "[ lbData[1, (lbCurSel 1)] ] execVM ""lotto.sqf""; closeDialog 0"]; { _lottoArray = _x call GetLottoArray; _index = lbAdd [1, format["%1 ($%2)", (_lottoArray select 1), (_lottoArray select 2)]]; lbSetData [1, _index, (_lottoArray select 0)]; } forEach _lottoScheine; lbSetCurSel [1, 0];_a1 = 0; _f1 = 0; while {true} do { for [{_i=0}, {_i < (count LottoFlags)}, {_i=_i+1}] do { _flag = ((LottoFlags select _i) select 0); _arr = ((LottoFlags select _i) select 1); if ((player distance _flag <= 5) and (_a1 == 0)) then { action_lotto = player addAction [format [localize "STRS_lotto_action"], "lottoDlgOpen.sqf", _arr]; _a1 = 1; _f1 = _i; }; if ((player distance _flag > 5) and (_i == _f1) and (_a1 == 1)) then { player removeAction action_lotto; _a1 = 0; }; }; sleep 3; };playing_lotto = 0; LottoArray = [ ["lotto1", "Cheap ticket", 500, 10000, 3], ["lotto2", "Normal ticket", 1000, 35000, 3], ["lotto3", "Super ticket", 2500, 100000, 3], ["lotto4", "Mega ticket", 10000, 500000, 3]]; LottoFlags = [ [lottoflag, ["lotto1", "lotto2", "lotto3", "lotto4"] ] ]; GetLottoArray = { private ["_c", "_lotto"]; for [{_c=0}, {_c < (count LottoArray)}, {_c=_c+1}] do { if (((LottoArray select _c) select 0) == _this) exitWith { (LottoArray select _c) }; }; };JFIFddDucky<Adobed       !1AQSaq"BRbT2CD4Q!1ARaqB"2CSb ?pО*NFFF8Y5#H A&(0$,a cl6KWYcvq:ʼsAbuݒM1pdG #HbHbHbHbI,Ti'&J P3T:+acQ;Cjsp0hF$ U6VulS#Q;cPSr7Cơ53C6MV9JfX;]'3ѷ\El)Ь!ɆᩍHt 52huxȮvÌMyڽE3$lS3ǧ{S#{ÎdpcPӱ7v5B*v9|m^f+Wɖ1R^tH+FZ-*7cTF63qգWYb=xO :Go:Go:Go Vpg L lBbsl iVs̠ =ix#eϔ1]֕::ٝKgVqSz,TG̲iJ҃XZ[*gJZ~egs(?[~%Rש貶p]*xF*qqmå#= wu4IWYzf.u21@L#GO5#:Oo5#5N a:+ivVj> zZj\BgnRӱSoqmIA9 K 83XrW=inı!rtjz{zJ1H9L֝a1WK-mxrae3ybjt_qq|^^?Mfkd=$k0T_p!26ǿ>?>8zG̍~5eGIeFw~)vG Ya%.haYa%.haYa 켵R+Bt8-w3_Շq;.;~v*tƝ8:QRm՟UjmF*F7Q8Oy0QK*MjF>ӧ=Ob>YG8H!|q>D+T*ӣN4H%U6Be-+r"S9&]JnJ+LfY&Ʒ*.}|)i~?(e𡾞WHĉic?=|.<;{HV7$<-"{JQD<,#D>/L]'>E]㉹䘏AңJ_k'X~k0h΅:J{;ICMsД#n:b^SV&O-T-ISjX& [:NuGA38ݪfƎ_3OǼi+^#䙟c8mE{W#̗wiWrW "̚ǧ}_ha.GOwUAӥ: KC* ҧ C8t%WҼOnx(iEը1^ݷ'De˅9IJk+iyؔWIؽ&<>${QKm̻w6]X/D{ kyU 8^h:?Ļc+Yǽﬖk7RyD|48GHR!Yz$73ʾcx>gĆ{RǼy]sXYca\&gwj6-ۣrikkjhx<ǝ^J^hD|.FSӄɟS5~a~Tju wUlcRfDeD}'ɝ S_^ӳui(m3#o\NuǙ!Fr j⤚?pÞ0دqki,[-+.uT=w[RfPԓNVTKƢԵ}Zҽi'.ִtZKqN,ԪO9Qe+J3|̠|-=1GϏPFyE!vtFZgx(wy}g:h#C4=@Pq{84ԽA<@wxA\')_0um'tǚƒ9#x9PouW3;hP۠*-+qoig-)ccRݯOYa̸}seV144QRqu%̣^wOy@sruf$;~WjOIK&,&}77irPګHy_3rUM?Tم/?sYwOA@ri<5ֆ7"8ء#PbPbPbPblPjBj#Hu#r+G <5){KQ:eQ!LP"SRHjgJt8fJܔܡk4Q~e݁Xp~}ɑ^5sF<6i\6iX(v*UثWb]v*Uثt4bP*)\\#8-c]L&G$M`qm3؈l5U ]-3rV[S3rcl lΕMh $DeNLT˓ŔVS$N]:@. و7OҸm0!!9_18qA°pQƳlx,gYGp2rqDlOlǦU!7#Fat q*ߪ .N$xK2le>7&:u`gu'!&PxYbMڣbi68*ڟ =*>.6^8iQ[*ZzFY#V# SDD촘a,@On<"z`[Q$rFa$l@'OLk#\)7x~.C^Lc8jZ ߺ9O?k:;P~Le*ÑNk[YgMӯAMd92FO )u/~F$Z&&N x'H=폈;_;|E폈/[P2&m*J2&MgZZ[Rd~һf6r#dO\ҧOLt3 kzvc7.hKguQfBKDЃmIgJHϥd,EBO+KVZo0?EHɍhY1;<3V7BJNk2a]6(E|il(0ZDBgRZ(刡?1jDFۗw݋<`Ookj PIddl .d, 198Z-Eq%;&㌽߯%<˓VjETh2ΞQ!wZ:{ C?b+! 'r}oUnΎ^_kGS\:;ec\VI8tw${/./ڪ|Ը>Ξ~_dV4>/61T?KiCk}ǹ_w^q_1S]WM7VWjS1pf$өb JǕC:jۙ_f2qo1PڷѮ@rx49f _ %\T4{/Z#/F'  QК?gw]hݷ!X.`FyG!ULyؠn1>@*[݊v*UثWb]v*Uتg '* q>{.&})oqzuɚU}/R={CYfsTΙWk'uz;O?n iZFY_Hgf>;/*v)nk752#ƛW̜Snu]^I|8?~?y-̐}fF9ra_324CW6#{QO6?=o1k'\|(~{7iO>yùcSU1^+,Ox1;K0Tkbh6hk`4jW6HdĩBQ2r gaE%k3C1R!6NdXadvy53OۧLsa}Q2hȺpdzsQrzs B]Vg^   OpjO3'5 ȯ@b2+'fiDqv޿6< E O7C2ù.:֦I?Xa_S~Կ塿܏Oz>4iLṆ:odڮ+3#p CkLxE{#57Xs>;=Ǚ7'dr' ˋhL`]F"8$;؏i|'[[(wmjߩ o.I9o;|˅;돇fQr]?~w7CPQ?nGiɤRd%aj0:JrF7qb^~%zO;i$nNƤϜe#r().뗈:ܚt|r\9ԻG?2ѹ>8 TzZeo=27v eZ "#0ri##e]1;o1jfW"4l:@|mVO.h>L8"97jg9|Ar+Rj|N\ 맩\r\ cPTdr#+Nksz$nGY 9VscW6%B``Ď]sc99`-R߭< ?4غ>8$jl5n߾ ?hݟ>S7G%uK u-ɯ\LCP^[e2Ö0iTT\Gg7 Im{XAu | }7Y(  b:ݾ^E n;S4I s$O"䩠wqx4m8ijLǖ rG|ˎ֏-kAZDo0ʏ(]+4C| Wr>fY|o8cmm/#~ƗlJppW <,Wz |f i'#^Ƒ*Fƹq1&1t))k5ٌ'дݑn@yz^ >U|?e}izpL'Y !.6/U0292(v*UثWb] U!3Q1 <(9TSS' Q-abUثWb]v*F (T U"mn\řwxfZf=1YfTnov> ('9Eneb *o^̈́Pd ~d%jƅK4 /aϧ`0Kھl6vNAr^ǻ"HnC `p b]v*UثVmX)0fcud2τ%ϙ͙W-%AӅXثWb]v*UثWb]v*UثWb]1HWS g0tӦckKiW `(4$:tj3eH7evC!1˟j2 nONM>~Ncs#9s5kEu^/ufNM%Xv*UثWb]v*UثWb]v*UثWbUz6DTR*\Yi;u{DPZ屋-ÑYثWb]v*UثWb]v*UثWb]v*Uث`d )Mxc#FC)ȰJ-bb]v*class MainMenu { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {button_graphics, button_texts, button_tutorial, button_faq, button_about, button_iteminfo, button_cancel, dummybutton}; class DLG_BACK1: Rscbackground { x = 0.35; y = 0.20; w = 0.30; h = 0.50; }; class background : RscBgRahmen { x = 0.35; y = 0.20; w = 0.30; h = 0.50; text = "Главное меню"; }; class button_graphics : RscButton { x = 0.40; y = 0.25; w = 0.20; h = 0.04; text = "Графика"; action = "closedialog 0; [""GrafikEinstellungen""] execVM ""openDialogs.sqf"";"; }; class button_texts : RscButton { x = 0.40; y = 0.30; w = 0.20; h = 0.04; text = "Сказать текст"; action = "closedialog 0; [""TextEinstellungen"", ""oeffnen""] execVM ""openDialogs.sqf"";"; }; class button_tutorial : RscButton { x = 0.40; y = 0.35; w = 0.20; h = 0.04; text = "Учебник"; action = "closedialog 0; [""Tutorial""] execVM ""openDialogs.sqf"";"; }; class button_faq : RscButton { x = 0.40; y = 0.40; w = 0.20; h = 0.04; text = "FAQ"; action = "closedialog 0; [""FAQ""] execVM ""openDialogs.sqf"";"; }; class button_about : RscButton { x = 0.40; y = 0.45; w = 0.20; h = 0.04; text = "About"; action = "closedialog 0; [""About""] execVM ""openDialogs.sqf"";"; }; class button_iteminfo : RscButton { x = 0.40; y = 0.50; w = 0.20; h = 0.04; text = "Инфо вещей"; action = "closedialog 0; [""ItemList""] execVM ""openDialogs.sqf"";"; }; class button_cancel : RscButton { x = 0.40; y = 0.60; w = 0.20; h = 0.04; text = "Закрыть"; action = "closedialog 0;"; }; class dummybutton : RscDummy { idc = 1033; }; }; class TextEinstellungenDialog { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {eingabefenster_1, eingabelist_1, eingabefenster_2, eingabelist_2, eingabefenster_3, eingabelist_3, eingabefenster_4, eingabelist_4, button_save, button_cancel, dummybutton}; class DLG_BACK1: Rscbackground { x = 0.15; y = 0.20; w = 0.80; h = 0.50; }; class background : RscBgRahmen { x = 0.15; y = 0.20; w = 0.80; h = 0.50; text = "Text Options"; }; class eingabefenster_1 : RscEdit { idc = 1; x = 0.20; y = 0.30; w = 0.50; h = 0.04; onChar = "[_this, 1] call TastenDruck;"; }; class eingabelist_1 : RscCombo { idc = 11; x = 0.73; y = 0.30; w = 0.17; h = 0.04; }; class eingabefenster_2 : RscEdit { idc = 2; x = 0.20; y = 0.35; w = 0.50; h = 0.04; onChar = "[_this, 1] call TastenDruck;"; }; class eingabelist_2 : RscCombo { idc = 12; x = 0.73; y = 0.35; w = 0.17; h = 0.04; }; class eingabefenster_3 : RscEdit { idc = 3; x = 0.20; y = 0.40; w = 0.50; h = 0.04; onChar = "[_this, 1] call TastenDruck;"; }; class eingabelist_3 : RscCombo { idc = 13; x = 0.73; y = 0.40; w = 0.17; h = 0.04; }; class eingabefenster_4 : RscEdit { idc = 4; x = 0.20; y = 0.45; w = 0.50; h = 0.04; onChar = "[_this, 1] call TastenDruck;"; }; class eingabelist_4 : RscCombo { idc = 14; x = 0.73; y = 0.45; w = 0.17; h = 0.04; }; class button_cancel : RscButton { x = 0.52; y = 0.58; w = 0.21; h = 0.04; text = "Назад"; action = "closedialog 0; [""Einstellungen""] execVM ""openDialogs.sqf"";"; }; class button_save : RscButton { x = 0.27; y = 0.58; w = 0.21; h = 0.04; text = "Save"; action = "[""TextEinstellungen"", ""speichern""] execVM ""openDialogs.sqf"";"; }; class dummybutton : RscDummy {idc = 1034;}; }; class TutorialDialog { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {InfoText, button_cancel, dummybutton}; class DLG_BACK1: Rscbackground { x = 0.05; y = 0.05; w = 0.90; h = 0.90; }; class background : RscBgRahmen { x = 0.05; y = 0.05; w = 0.90; h = 0.90; text = "Учебник"; }; class InfoText : RscText { idc = 1; x = 0.08; y = 0.08; w = 0.84; h = 0.80; style = ST_MULTI; lineSpacing = 1; }; class button_cancel : RscButton { x = 0.40; y = 0.90; w = 0.20; h = 0.04; text = "Назад"; action = "closedialog 0; [""Einstellungen""] execVM ""openDialogs.sqf"";"; }; class dummybutton : RscDummy {idc = 1035;}; }; class FAQDialog { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {InfoText, button_cancel, dummybutton}; class DLG_BACK1: Rscbackground { x = 0.05; y = 0.05; w = 0.90; h = 0.90; }; class background : RscBgRahmen { x = 0.05; y = 0.05; w = 0.90; h = 0.90; text = "FAQ"; }; class InfoText : RscText { idc = 1; x = 0.08; y = 0.08; w = 0.84; h = 0.80; style = ST_MULTI; lineSpacing = 1; }; class button_cancel : RscButton { x = 0.40; y = 0.90; w = 0.20; h = 0.04; text = "Назад"; action = "closedialog 0; [""Einstellungen""] execVM ""openDialogs.sqf"";"; }; class dummybutton : RscDummy {idc = 1036;}; }; class AboutDialog { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {InfoText, button_cancel, dummybutton}; class DLG_BACK1: Rscbackground { x = 0.05; y = 0.05; w = 0.90; h = 0.90; }; class background : RscBgRahmen { x = 0.05; y = 0.05; w = 0.90; h = 0.90; text = "About"; }; class InfoText : RscText { idc = 1; x = 0.08; y = 0.08; w = 0.84; h = 0.80; style = ST_MULTI; lineSpacing = 1; }; class button_cancel : RscButton { x = 0.40; y = 0.90; w = 0.20; h = 0.04; text = "Назад"; action = "closedialog 0; [""Einstellungen""] execVM ""openDialogs.sqf"";"; }; class dummybutton : RscDummy {idc = 1037;}; };// Marker Jamming Script // markerJammer.sqf _art = _this select 0; if (_art == "use") then { _item = _this select 1; _anzahl = _this select 2; _civ = player; _jammed = 0; if (_item == "stoersender") then { call compile format ["_jammed = %1_markerjammed;",_civ]; if (_jammed == 1) exitWith {player groupChat localize "STRS_inventar_stoersender_alreadyinuse";}; _dauer = (5 * 60); call compile format ["%1_markerjammed = 1; publicVariable ""%1_markerjammed"";",_civ]; player groupChat format [localize "STRS_inventar_stoersender_success", _dauer/60]; showMap false; [_item, -1] call INV_AddInventoryItem; sleep _dauer; if (call compile format ["%1_markerjammed == 1",_civ]) then { call compile format ["%1_markerjammed = 0; publicVariable ""%1_markerjammed"";", _civ]; player groupChat localize "STRS_inventar_stoersender_end"; showMap true; }; }; if (_item == "stoersender_improved") then { call compile format ["_jammed = %1_markerjammed;",_civ]; if (_jammed == 1) exitWith {player groupChat localize "STRS_inventar_stoersender_alreadyinuse";}; _dauer = (20 * 60); call compile format ["%1_markerjammed = 1; publicVariable ""%1_markerjammed"";",_civ]; player groupChat format [localize "STRS_inventar_stoersender_success", _dauer/60]; showMap false; [_item, -1] call INV_AddInventoryItem; sleep _dauer; if (call compile format ["%1_markerjammed == 1",_civ]) then { call compile format ["%1_markerjammed = 0; publicVariable ""%1_markerjammed"";", _civ]; player groupChat localize "STRS_inventar_stoersender_end"; showMap true; }; }; }; // Marker Script and Setiings for civs, truck, cops // markers.sqf _civnumber = _this select 0; if (_civnumber == 0) exitWith {}; // For Convoy if (_civnumber == 1) then { _markerobj = createMarker["konvoy_marker",[0,0]]; _markername= "konvoy_marker"; _markerobj setMarkerShape "ICON"; "konvoy_marker" setMarkerType "Marker"; "konvoy_marker" setMarkerColor "ColorYellow"; "konvoy_marker" setMarkerText localize "STRS_Konvoymarker"; while {true} do { _markername SetMarkerPos [(getMarkerPos "marker_dead" select 0)-1000,(getMarkerPos "marker_dead" select 1)-1000]; waitUntil {(konvoy_marker_active == 1)}; while {konvoy_marker_active == 1} do { _markername SetMarkerPos getpos konvoytruck; sleep 5; }; }; }; if (_civnumber == 3) then { private ["_civStringArray", "_civArray"]; if (isCop) then { _civStringArray = civstringarray - undercoverstringarray; _civArray = civarray - undercoverarray; } else { _civStringArray = civstringarray; _civArray = civarray; }; _markerArray = []; { _markername = format ["%1_marker", _x]; _civmarker = createmarkerLocal [_markername, [-1000, -1000] ]; _civmarker setMarkerShapeLocal "ICON"; _markername setMarkerTypeLocal "Destroy"; _markername setMarkerColorLocal "ColorYellow"; _markername setMarkerSizeLocal [0.5, 0.5]; _markerArray = _markerArray + [_markername]; } forEach _civStringArray; while {true} do { _i = 0; { _civstring = format ["%1", _x]; _markerName = _markerArray select _i; _civ = _x; _show = false; if (_civstring call ISSE_UnitExists) then { { if ( (_civ distance (_x select 0) < (_x select 1)) && (player != vehicle player) ) exitWith { _show = true; }; } forEach CityLocationArray; }; if (_show) then { if ((call compile format ["%1_wanted;", _civstring]) == 1) then { _markername setMarkerColorLocal "ColorRed"; } else { _markername setMarkerColorLocal "ColorYellow"; }; _markerName setMarkerPosLocal [(getPos _x select 0) + 25 - (random 50), (getPos _x select 1) + 25 - (random 50)]; } else { _markerName setMarkerPosLocal [0,0]; }; _i = _i + 1; } forEach _civArray; sleep marker_innerhalb; }; }; // For cops if (_civnumber == 2) then { if (not(iscop)) exitWith {}; //These markers shouldn't show for civs _copnumber = 1; _copmarkerarray = []; _copmarkernamearray = []; while {_copnumber <= copscount} do { _copmarker = createMarkerLocal[format["cop%1_marker", _copnumber], [-100, -100]]; _copmarkerarray = _copmarkerarray + [_copmarker]; _markername = format["cop%1_marker", _copnumber]; _copmarkernamearray = _copmarkernamearray + [_markername]; _copmarker setMarkerShapeLocal "ICON"; _markername setMarkerTypeLocal "Destroy"; _markername setMarkerColorLocal "ColorGreen"; _markername setMarkerSizeLocal [0.5, 0.5]; format["cop%1_marker", _copnumber] setMarkerTextLocal format["Cop%1" , _copnumber]; _copnumber = _copnumber + 1; }; {_x SetMarkerPosLocal [(getMarkerPos "marker_dead" select 0)-1000,(getMarkerPos "marker_dead" select 1)-1000]} forEach _copmarkernamearray; _ucaMarkerarray = []; _ucaMarkernamearray =[]; _ucaNumber = 1; while {_ucaNumber <= (count undercoverarray)} do { _ucaMarker = createMarkerLocal[format["uca%1_marker", _ucaNumber], [-100, -100]]; _ucaMarkerarray = _copmarkerarray + [_ucaMarker]; _markername = format["uca%1_marker", _ucaNumber]; _ucaMarkernamearray = _ucaMarkernamearray + [_markername]; _ucaMarker setMarkerShapeLocal "ICON"; _markername setMarkerTypeLocal "Destroy"; _markername setMarkerColorLocal "ColorYellow"; _markername setMarkerSizeLocal [0.5, 0.5]; format["uca%1_marker", _ucaNumber] setMarkerTextLocal format["UCA%1" , _ucaNumber]; _ucaNumber = _ucaNumber + 1; }; {_x SetMarkerPosLocal [(getMarkerPos "marker_dead" select 0)-1000,(getMarkerPos "marker_dead" select 1)-1000]} forEach _ucaMarkernamearray; _copAndUca = coparray + undercoverarray; _copUcaMarkerNameArray = _copmarkernamearray + _ucaMarkernamearray; while {true} do { _counter = 0; while {_counter < count _copAndUca} do { _cop = _copAndUca select _counter; private "_isUCA"; if (_cop in undercoverarray) then { _isUCA = true; } else { _isUCA = false; }; if (!( (format["%1", (_cop)]) call ISSE_UnitExists)) then { //don't show if: Unit doesn't exist OR cop markers are off OR player is on foot (_copUcaMarkerNameArray select _counter) SetMarkerPosLocal (getmarkerpos "marker_dead"); } else { if (alive _cop) then { (_copUcaMarkerNameArray select _counter) SetMarkerPosLocal [position _cop select 0, position _cop select 1]; //_isUCA = false; if ((call compile format ["%1_needSupport", _cop])) then { if (_isUCA) then { (_copUcaMarkerNameArray select _counter) setMarkerColorLocal "ColorBlack"; } else { (_copUcaMarkerNameArray select _counter) setMarkerColorLocal "ColorBlue"; }; } else { if (_isUCA) then { (_copUcaMarkerNameArray select _counter) setMarkerColorLocal "ColorWhite"; } else { (_copUcaMarkerNameArray select _counter) setMarkerColorLocal "ColorGreen"; }; }; if (_cop == vehicle _cop) then //cop is on foot { (_copUcaMarkerNameArray select _counter) setMarkerTypeLocal "Vehicle"; (_copUcaMarkerNameArray select _counter) setMarkerSizeLocal [0.8, 0.8]; } else //cop is in a vehicle { (_copUcaMarkerNameArray select _counter) setMarkerTypeLocal "Destroy"; (_copUcaMarkerNameArray select _counter) setMarkerSizeLocal [0.5, 0.5]; }; }; }; _counter = _counter + 1; }; sleep 5; }; };JFIFddDucky<Adobed         !1AQ"aq2RrS45Bb#s!1AQa"q2R4Br3Ss# ?RHp$ :HAbCEeCEeCDf4F#bhF @E#SA!gf<4K)IF)Ax p<ޮ;.8##9>Kj_dTTW=˩ Y]jO?TjYqdwL[_,[Lh~F̧.|(np#f'+tE@v/FwH#1Y%Xֆ}sqFtO}-b`4?HkѹyWR<~RIT`ʆJ2.HByO;/#fхdU$%tf:3M a0$dQ!f1[+`"2T$@ % bAbYlFV_"3Dz6!yo>Wؿw_Yt%]i%XzD0?$y)Zg7{7 ly8,4Sn5{ߪ-ycg/?6Ui5N_y78-Ț0䕮}'̖%==֎1Va fLQ=OIcSe]͖c+sK{ߢt#Gx뿹c#`K:3qfBZ:($,)`"0LRE*H āb@! 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_MaxPos = _i; }; }; for [{_i=0}, {_i < count(chiefarray)},{_i=_i+1}] do { if (((count (chiefarray select _i)) > _MaxChiefVote) && ((playerstringarray select _i) call ISSE_UnitExists)) then { _MaxChiefVote = (count(chiefarray select _i)); _MaxChief = _i; }; }; if (_MaxChief == -1) then { "hint localize ""STRS_chief_nochief"";" call ISSE_pub_execPstr; _Currentchief = -1; } else { if (_CurrentChief == _MaxChief) then { "hint localize ""STRS_chief_chiefstays"";" call ISSE_pub_execPstr; } else { _CurrentChief = _MaxChief; _ChiefString = (playerstringarray select _CurrentChief); format["hint format[localize ""STRS_chief_new"", ""%3"", %2]; if ((rolenumber-1) == %1) then {IsChief = true; } else { IsChief = false; };", _MaxChief, _MaxchiefVote, _ChiefString] call ISSE_pub_execPstr; }; }; ChiefNumber = _CurrentChief; publicvariable "ChiefNumber"; sleep 10; if (_MaxPos == -1) then { "hint localize ""STRS_regierung_nomajor"";" call ISSE_pub_execPstr; _currentMayor = -1; } else { if (_currentMayor == _MaxPos) then { "hint localize ""STRS_regierung_majorstays"";" call ISSE_pub_execPstr; } else { _currentMayor = _MaxPos; _MayorString = (civstringarray select _currentMayor); format["hint format[localize ""STRS_mayor_new"", ""%3"", %2]; if ((rolenumber-1) == %1) then {isMayor = true;} else {isMayor = false;};", _MaxPos, _MaxStimmen, _MayorString] call ISSE_pub_execPstr; }; }; MayorNumber = _currentMayor; PUBLICVARIABLE "MayorNumber"; }; }; if (_art == "clientgesetz") then { _nummer = _this select 1; _text = _this select 2; if (_nummer == -1) exitWith {}; if ((_text call ISSE_str_Length) > 60) exitWith {player groupChat localize "STRS_text_zu_lang";}; format ["GesetzArray SET [%1, ""%2""]; hint format [localize ""STRS_gilde_gesetze_public"", %1, ""%2""];", _nummer, _text] call ISSE_pub_execPstr; }; // Taxes Set. if (_art == "steuernMayor") then { _item = _this select 1; _mag = _this select 2; _weap = _this select 3; _vcl = _this select 4; _bank = _this select 5; _fueltaxes = _this select 6; _wealthaxlimit = _this select 7; _wealthtaxvalue = _this select 8; _ictax1 = _this select 9; _ictax2 = _this select 10; _ictax3 = _this select 11; _ictax4 = _this select 12; _ictax5 = _this select 13; _welfareincomelimit = _this select 14; _welfarebanklimit = _this select 15; _welfareamount = _this select 16; _mayorpay = _this select 17; _chiefpolpay = _this select 18; _interestrate = _this select 19; _copdefaultpay = _this select 20; // Set Vars GblFuelTaxes = _fueltaxes; GblWealthTaxLimit = _wealthaxlimit; GblWealthTax = _wealthtaxvalue; GblIncomeTaxClass1 = _ictax1; GblIncomeTaxClass2 = _ictax2; GblIncomeTaxClass3 = _ictax3; GblIncomeTaxClass4 = _ictax4; GblIncomeTaxClass5 = _ictax5; GblWelfareIncomeLimit = _welfareincomelimit; GblWelfareBankLimit = _welfarebanklimit; add_civmoney = _welfareamount; MayorExtraPay = _mayorpay; PoliceChiefExtraPay = _chiefpolpay; zinsen_prozent = _interestrate; add_copmoney = _copdefaultpay; // Publish them Publicvariable "GblFuelTaxes"; Publicvariable "GblWealthTaxLimit"; Publicvariable "GblWealthTax"; Publicvariable "GblIncomeTaxClass1"; Publicvariable "GblIncomeTaxClass2"; Publicvariable "GblIncomeTaxClass3"; Publicvariable "GblIncomeTaxClass4"; Publicvariable "GblIncomeTaxClass5"; Publicvariable "GblWelfareIncomeLimit"; Publicvariable "GblWelfareBankLimit"; Publicvariable "add_civmoney"; Publicvariable "MayorExtraPay"; Publicvariable "PoliceChiefExtraPay"; Publicvariable "zinsen_prozent"; Publicvariable "add_copmoney"; format ["(INV_ItemTypenArray select 0) SET [2, %1]; (INV_ItemTypenArray select 1) SET [2, %2]; (INV_ItemTypenArray select 2) SET [2, %3]; (INV_ItemTypenArray select 3) SET [2, %4]; bank_steuer = %5; hint localize ""STRS_mayor_screams_out_changes""; ", _item, _vcl, _mag, _weap, _bank] call ISSE_pub_execPstr; sleep 10; "hint format[localize ""STRS_mayor_tax_changes_inDetail"", MayorExtraPay, PoliceChiefExtraPay, add_copmoney, add_civmoney, GblWelfareIncomeLimit, GblWelfareBankLimit, (GblWealthTaxLimit call ISSE_str_IntToStr), GblWealthTax, ((INV_ItemTypenArray select 0) select 2), ((INV_ItemTypenArray select 1) select 2), ((INV_ItemTypenArray select 2) select 2), ((INV_ItemTypenArray select 3) select 2), bank_steuer, GblFuelTaxes];" call ISSE_pub_execPstr; }; _art = _this select 0; if (_art == "use") then { _item = _this select 1; _anzahl = _this select 2; if ((damage player) == 0) exitWith {player groupChat format[localize "STRS_inv_items_medikit_nichtverletzt"];}; player groupChat format[localize "STRS_inv_items_medikit_benutzung"]; if (player == vehicle player) then {format ["%1 switchmove ""AinvPknlMstpSlayWrflDnon_medic"";", player] call ISSE_pub_execPstr;}; _exit = false; for [{_i=0}, {_i < 5}, {_i=_i+1}] do { if (!(alive player)) exitWith {_exit = true;}; player setDamage ((damage player) / 2); sleep 1; }; if (_exit) exitWith {}; player setDamage 0; player groupChat format[localize "STRS_inv_items_medikit_fertig"]; [_item, -1] call INV_AddInventoryItem;};// Class Definitions and Dialogue Positions // miscDialogs2.hpp class CheckBanks { idd = -1; movingEnable = false; controlsBackground[] = { BG_BankList, BGF_BankList }; objects[] = { }; controls[] = { LST_BankList, dummybutton }; class BG_BankList : RscBackground { x = 0.25; y = 0.20; w = 0.30; h = 0.50; }; class BGF_BankList : RscBgRahmen { x = 0.25; y = 0.20; w = 0.30; h = 0.50; text = "Civilian Accounts"; }; class LST_BankList : RscListBox { Idc = 5005; x = 0.28; y = 0.25; w = 0.22; h = 0.42; }; class dummybutton : RscDummy { Idc = 5004; }; }; class RemoveLicense { idd = -1; movingEnable = false; controlsBackground[] = { BG_PlayerList, BG_LicenseList, BGF_PlayerList, BGF_LicenseList }; objects[] = { }; controls[] = { LST_PlayerList, LST_LicenseList, BTN_SelectCiv, BTN_RemoveLicense, BTN_Close, BTN_Close2, dummybutton }; class BG_PlayerList : RscBackground { x = 0.15; y = 0.25; w = 0.25; h = 0.50; }; class BG_LicenseList : RscBackground { x = 0.45; y = 0.25; w = 0.25; h = 0.50; }; class BGF_PlayerList : RscBgRahmen { x = 0.15; y = 0.25; w = 0.25; h = 0.50; text = "Выбрать Цыв"; }; class BGF_LicenseList : RscBgRahmen { x = 0.45; y = 0.25; w = 0.25; h = 0.50; text = "Лицензия"; }; class LST_PlayerList : RscListBox { Idc = 5002; x = 0.17; y = 0.28; w = 0.20; h = 0.30; }; class LST_LicenseList : RscListBox { Idc = 5003; x = 0.47; y = 0.28; w = 0.20; h = 0.30; }; class BTN_SelectCiv : RscButton { Idc = -1; x = 0.17; y = 0.60; w = 0.20; h = 0.04; text = "Выбрать Цыв"; Action = "[0,1,2,[""SelectCiv"", lbData [5002, (lbCurSel 5002)]]] execVM ""RemoveLicense.sqf"";"; }; class BTN_RemoveLicense : RscButton { Idc = -1; x = 0.47; y = 0.60; w = 0.20; h = 0.04; text = "Удалить Лицензию"; Action = "[0,1,2,[""SelectLicense"", lbData[5003, (lbCurSel 5003)]]] execVM ""RemoveLicense.sqf"";"; }; class BTN_Close : RscButton { Idc = -1; x = 0.17; y = 0.66; w = 0.20; h = 0.04; text = "Закрыть"; Action = "closedialog 0"; }; class BTN_Close2 : RscButton { Idc = -1; x = 0.47; y = 0.66; w = 0.20; h = 0.04; Text = "Закрыть"; Action = "closedialog 0"; }; class dummybutton : RscDummy { Idc = 5001; }; }; class civcamdialog { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, Background}; objects[] = { }; controls[] = {dauer_slider, text1, camlist, text2, seconds, text3, cost, submit, dummybutton}; class DLG_BACK1: RscBackground { x = 0.32; y = 0.23; w = 0.38; h = 0.24; }; class background : RscBgRahmen { x = 0.32; y = 0.23; w = 0.38; h = 0.24; text = $STRD_description_civcam_title; }; class dauer_slider : RscSliderH { idc = 2; x = 0.33; y = 0.31; w = 0.35; h = 0.04; }; class text1 : RscText { x = 0.28; y = 0.26; w = 0.22; h = 0.04; style = ST_RIGHT; text = $STRD_description_civcam_chooseciv; }; class camlist : RscCombo { x = 0.50; y = 0.26; w = 0.17; h = 0.04; idc = 1; }; class text2 : RscText { x = 0.33; y = 0.37; w = 0.07; h = 0.04; style = ST_RIGHT; text = $STRD_description_civcam_dauer; }; class seconds : RscText { idc = 5; x = 0.40; y = 0.37; w = 0.04; h = 0.04; text = "s"; }; class text3 : RscText { x = 0.45; y = 0.37; w = 0.12; h = 0.04; style = ST_RIGHT; text = $STRD_description_civcam_cost; }; class cost : RscText { idc = 3; x = 0.56; y = 0.37; w = 0.10; h = 0.04; text = "$"; }; class submit : RscButton { x = 0.41; y = 0.42; w = 0.17; h = 0.04; text = $STRD_description_civcam_submit; action = "[0,1,2,[""civcam"", call compile lbData [1, lbCurSel 1], sliderPosition 2]] execVM ""jailCivCam.sqf""; closeDialog 0"; }; class dummybutton : RscDummy { idc = 1002; }; }; class wantedrelease { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background, trennlinie1, trennlinie2}; objects[] = { }; controls[] = {civlist, bounty_eingabe, cost, header1, submit, header2, cancel, civlist2, submit2, set_unwanted, dummybutton}; class DLG_BACK1: RscBackground { x = 0.16; y = 0.25; w = 0.70; h = 0.24; }; class background : RscBgRahmen { x = 0.16; y = 0.25; w = 0.70; h = 0.24; }; class civlist : RscCombo { idc = 1; x = 0.17; y = 0.33; w = 0.15; h = 0.04; }; class bounty_eingabe : RscEdit { idc = 2; x = 0.17; y = 0.38; w = 0.32; h = 0.04; text = "1"; }; class cost : RscText { idc = 3; x = 0.32; y = 0.33; w = 0.16; h = 0.04; text = $STRD_description_wantedrelease_cost; }; class header1 : RscText { x = 0.17; y = 0.28; w = 0.31; h = 0.04; style = ST_CENTER; text = $STRD_description_wantedrelease_setwantedmenu; }; class trennlinie1 : RscText { x = 0.49; y = 0.25; w = 0.02; h = 0.24; style = ST_FRAME; }; class submit : RscButton { x = 0.16; y = 0.43; w = 0.15; h = 0.04; text = $STRD_description_submit; action = "[(call compile lbData [1, lbCurSel 1]), (ctrlText 2), 0] execVM ""bounty.sqf""; closeDialog 0"; }; class header2 : RscText { x = 0.52; y = 0.28; w = 0.30; h = 0.04; style = ST_CENTER; text = $STRD_description_wantedrelease_prisonrelease_title; }; class trennlinie2 : RscText { x = 0.52; y = 0.39; w = 0.33; h = 0.01; style = ST_FRAME; }; class cancel : RscButton { x = 0.58; y = 0.43; w = 0.20; h = 0.04; text = $STRD_description_cancel; action = "closedialog 0"; }; class civlist2 : RscCombo { idc = 11; x = 0.52; y = 0.33; w = 0.14; h = 0.04; }; class submit2 : RscButton { x = 0.67; y = 0.33; w = 0.15; h = 0.04; text = $STRD_description_wantedrelease_submit; action = "[(call compile lbData [11, lbCurSel 11])] execVM ""arrest.sqf""; closeDialog 0"; }; class set_unwanted : RscButton { x = 0.32; y = 0.43; w = 0.16; h = 0.04; text = $STRD_description_wantedrelease_submit_unwanted; action = "[(call compile lbData [1, lbCurSel 1]), 0, 1] execVM ""bounty.sqf""; closeDialog 0"; }; class dummybutton : RscDummy { idc = 1007; }; }; class baildialog { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {button_paybailcash, button_paybailbank, bail_eingabe, cancel, dummybutton}; class DLG_BACK1: RscBackground { x = 0.38; y = 0.25; w = 0.42; h = 0.22; }; class background : RscBgRahmen { x = 0.38; y = 0.25; w = 0.42; h = 0.22; text = $STRD_description_bail_pay; }; class button_paybailcash : RscButton { x = 0.38; y = 0.35; w = 0.19; h = 0.04; text = $STRD_description_bail_paycash; action = "[ctrlText 2, ""BailCash""] execVM ""jailBail.sqf""; closeDialog 0"; }; class button_paybailbank : RscButton { x = 0.585; y = 0.35; w = 0.19; h = 0.04; text = $STRD_description_bail_paybank; action = "[ctrlText 2, ""BailBank""] execVM ""jailBail.sqf""; closeDialog 0"; }; class cancel : RscButton { x = 0.45; y = 0.40; w = 0.25; h = 0.04; text = $STRD_description_cancel; action = "closedialog 0"; }; class bail_eingabe : RscEdit { x = 0.45; y = 0.30; w = 0.24; h = 0.04; idc = 2; text = "1000"; }; class dummybutton : RscDummy { idc = 1008; }; }; class liste_1_button { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {spielerliste, close, dummybutton}; class DLG_BACK1: RscBackground { x = 0.21; y = 0.05; w = 0.52; h = 0.84; }; class background : RscBgRahmen { x = 0.21; y = 0.05; w = 0.52; h = 0.84; text = $STRD_description_spielerliste_header; }; class spielerliste : RscListBox { idc = 1; x = 0.22; y = 0.08; w = 0.50; h = 0.73; SizeEX = 0.0195; RowHeight = 0.03; }; class close : RscButton { idc = 2; x = 0.39; y = 0.83; w = 0.20; h = 0.04; text = $STRD_description_buyitem_close; action = "closedialog 0;"; }; class dummybutton : RscDummy { idc = 1017; }; }; class gilde_hauptmenu { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {button_join, button_leave, button_manage, button_create, listbox_gilden, dummybutton}; class DLG_BACK1: RscBackground { x = 0.06; y = 0.15; w = 0.87; h = 0.27; }; class background : RscBgRahmen { x = 0.06; y = 0.15; w = 0.87; h = 0.27; text = $STRD_description_gildehauptmenu_header; }; class button_join : RscButton { x = 0.08; y = 0.19; w = 0.20; h = 0.04; text = $STRD_description_gildehauptmenu_button_join; action = "[0, 0, 0, [""clientbeitreten"", (lbData [202, (lbCurSel 202)]), (lbCurSel 202)]] execVm ""guildsTerrorMisc.sqf""; closedialog 0;"; }; class button_leave : RscButton { x = 0.50; y = 0.19; w = 0.20; h = 0.04; text = $STRD_description_gildehauptmenu_button_leave; action = "[0, 0, 0, [""clientverlassen""]] execVm ""guildsTerrorMisc.sqf""; closedialog 0;"; }; class button_manage : RscButton { x = 0.29; y = 0.19; w = 0.20; h = 0.04; text = $STRD_description_gildehauptmenu_button_manage; action = "[0, 0, 0, [""gildenverwaltung""]] execVm ""openDialogs2.sqf""; closedialog 0;"; }; class button_create : RscButton { x = 0.71; y = 0.19; w = 0.20; h = 0.04; text = $STRD_description_gildehauptmenu_button_create; action = "closedialog 0; createDialog ""gilde_gruenden"";"; }; class listbox_gilden : RscListBox { idc = 202; x = 0.08; y = 0.25; w = 0.84; h = 0.15; }; class dummybutton : RscDummy { idc = 1018; }; }; class gilde_gruenden { idd = 2001; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {gildenname, submit, cancel, text_name, dummybutton, hinweis}; class DLG_BACK1: RscBackground { x = 0.25; y = 0.32; w = 0.49; h = 0.34; }; class background : RscBgRahmen { x = 0.25; y = 0.32; w = 0.49; h = 0.34; text = $STRD_description_gildegruenden_header; }; class gildenname : RscEdit { idc = 1; x = 0.29; y = 0.42; w = 0.41; h = 0.04; onChar = "[_this, 1] call TastenDruck;"; }; class submit : RscButton { idc = 2; x = 0.29; y = 0.47; w = 0.20; h = 0.04; text = $STRD_description_gildegruenden_submit; action = "[0, 0, 0, [""clienterstellen"", (ctrlText 1)]] execVm ""guildsTerrorMisc.sqf""; closedialog 0;"; }; class cancel : RscButton { idc = 3; x = 0.50; y = 0.47; w = 0.20; h = 0.04; text = $STRD_description_cancel; action = "closedialog 0;"; }; class text_name : RscText { idc = 4; x = 0.29; y = 0.37; w = 0.20; h = 0.04; text = $STRD_description_gildegruenden_name; }; class dummybutton : RscDummy { idc = 1019; }; class hinweis : RscText { x = 0.29; y = 0.52; w = 0.41; h = 0.12; style = ST_MULTI; linespacing = 1; text = $STRD_description_gildegruenden_hinweis; }; }; class gesetzdialog { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {gesetzliste, eingabefenster, submit, dummybutton}; class DLG_BACK1: RscBackground { x = 0.03; y = 0.21; w = 0.93; h = 0.43; }; class background : RscBgRahmen { x = 0.03; y = 0.21; w = 0.93; h = 0.43; text = $STRD_dialogandere_gesetze_header; }; class gesetzliste : RscListBox { idc = 1; x = 0.04; y = 0.24; w = 0.91; h = 0.34; }; class eingabefenster : RscEdit { idc = 2; x = 0.04; y = 0.58; w = 0.71; h = 0.04; onChar = "[_this, 1] call TastenDruck;"; }; class submit : RscButton { x = 0.75; y = 0.58; w = 0.20; h = 0.04; idc = 3; text = $STRD_dialogandere_gesetze_submit; action = "[0,0,0,[""clientgesetz"", lbcursel 1, Ctrltext 2]] execVM ""mayor.sqf""; closedialog 0;"; }; class dummybutton : RscDummy { idc = 1020; }; }; class gilden_punktekaufdialog { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {punkteslider, anzeigetext, submit, cancel, dummybutton}; class DLG_BACK1: RscBackground { x = 0.21; y = 0.27; w = 0.55; h = 0.21; }; class background : RscBgRahmen { x = 0.21; y = 0.27; w = 0.55; h = 0.21; text = $STRD_description_punktekauf_header; }; class punkteslider : RscSliderH { x = 0.23; y = 0.30; w = 0.52; h = 0.04; idc = 1; }; class anzeigetext : RscText { x = 0.22; y = 0.35; w = 0.53; h = 0.04; idc = 2; style = ST_CENTER; }; class submit : RscButton { x = 0.26; y = 0.41; w = 0.20; h = 0.04; idc = 3; text = $STRD_description_submit; action = "[0,0,0,[""clientpunktekauf"", round(sliderposition 1)]] execVM ""guildsTerrorMisc.sqf""; closedialog 0;"; }; class cancel : RscButton { x = 0.51; y = 0.41; w = 0.20; h = 0.04; idc = 4; text = $STRD_description_cancel; action = "closedialog 0;"; }; class dummybutton : RscDummy { idc = 1021; }; }; class gilde_verwaltung { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {rauswerfen_spielerliste, rauswerfen_header, cancel, rauswerfen_submit, sperren_liste, sperren_header, sperren_submit, dummybutton}; class DLG_BACK1: Rscbackground { x = 0.24; y = 0.13; w = 0.47; h = 0.43; }; class background : RscBgRahmen { x = 0.24; y = 0.13; w = 0.47; h = 0.43; text = $STRD_description_gildeverwalten_header; }; class rauswerfen_spielerliste : RscListBox { x = 0.26; y = 0.22; w = 0.20; h = 0.15; idc = 102; }; class rauswerfen_header : RscText { x = 0.26; y = 0.17; w = 0.20; h = 0.04; idc = 101; style = ST_CENTER; text = $STRD_description_gildeverwalten_rauswerfen_header; }; class cancel : RscButton { x = 0.38; y = 0.50; w = 0.20; h = 0.04; text = $STRD_description_buyitem_close; action = "closedialog 0;"; }; class rauswerfen_submit : RscButton { x = 0.26; y = 0.38; w = 0.20; h = 0.04; idc = 103; text = $STRD_description_gildeverwalten_rauswerfen_submit; action = "[0, 0, 0, [""clientkick"", (lbData [102, (lbCurSel 102)]), (lbCurSel 102)]] execVm ""guildsTerrorMisc.sqf""; closedialog 0;"; }; class sperren_liste : RscListBox { x = 0.50; y = 0.22; w = 0.20; h = 0.08; idc = 201; }; class sperren_header : RscText { x = 0.50; y = 0.17; w = 0.20; h = 0.04; idc = 202; style = ST_CENTER; text = $STRD_description_gildeverwalten_sperren_header; }; class sperren_submit : RscButton { x = 0.50; y = 0.32; w = 0.20; h = 0.04; idc = 203; text = $STRD_description_gildeverwalten_sperren_submit; action = "[0,0,0,[""clientjoinerlauben"", (lbData [201, (lbCurSel 201)]), (lbCurSel 201)]] execVM ""guildsTerrorMisc.sqf""; closedialog 0;"; }; class dummybutton : RscDummy { idc = 1022; }; }; class ja_nein { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {infotext, button1, button2, dummybutton}; class DLG_BACK1: Rscbackground { x = 0.38; y = 0.17; w = 0.38; h = 0.25; }; class background : RscBgRahmen { x = 0.38; y = 0.17; w = 0.38; h = 0.25; text = $STRD_janein_header; }; class infotext : RscText { idc = 1; x = 0.40; y = 0.21; w = 0.34; h = 0.10; style = ST_MULTI; lineSpacing = 1; }; class button1 : RscButton { x = 0.40; y = 0.32; w = 0.10; h = 0.04; text = $STRS_ja; action = "Antwort = 1; closeDialog 0;"; }; class button2 : RscButton { x = 0.53; y = 0.32; w = 0.10; h = 0.04; text = $STRS_nein; action = "Antwort = 2; closeDialog 0;"; }; class dummybutton : RscDummy { idc = 1023; }; }; class wahldialog { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background, DLG_BACK2, background2}; objects[] = { }; controls[] = {spielerliste, submit, cancel, dummybutton, chief_list, chief_submit, chief_cancel }; class DLG_BACK1: Rscbackground { x = 0.16; y = 0.06; w = 0.30; h = 0.80; }; class DLG_BACK2 : Rscbackground { x = 0.56; y = 0.06; w = 0.30; h = 0.80; }; class background2 : RscBgRahmen { x = 0.56; y = 0.06; w = 0.30; h = 0.80; text = $STRD_description_chief_header; }; class background : RscBgRahmen { x = 0.16; y = 0.06; w = 0.30; h = 0.80; text = $STRD_description_wahl_header; }; class chief_list : RscListBox { x = 0.58; y = 0.09; w = 0.27; h = 0.61; idc = 5000; }; class chief_submit : RscButton { x = 0.62; y = 0.72; w = 0.20; h = 0.04; text = $STRD_description_chief_submit; action = "[0,1,2,[""Clientchief"", lbData [5000, (lbCurSel 5000)]]] execVM ""mayor.sqf""; closedialog 0"; }; class chief_cancel : RscButton { x = 0.62; y = 0.79; w = 0.20; h = 0.04; text = $STRD_description_buyitem_close; action = "closedialog 0;"; }; class spielerliste : RscListBox { x = 0.18; y = 0.09; w = 0.27; h = 0.61; idc = 1; }; class submit : RscButton { x = 0.22; y = 0.72; w = 0.20; h = 0.04; text = $STRD_description_wahl_submit; action = "[0,1,2,[""ClientWahl"", lbData [1, (lbCurSel 1)]]] execVM ""mayor.sqf""; closedialog 0"; }; class cancel : RscButton { x = 0.22; y = 0.79; w = 0.20; h = 0.04; text = $STRD_description_buyitem_close; action = "closedialog 0;"; }; class dummybutton : RscDummy { idc = 1031; }; }; class steuerdialog{ idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = { text_itemsteuer, slider_itemsteuer, fahrzeugsteuer_text, fahrzeugsteuer_slider, magazinsteuer_text, magazinsteuer_slider, waffesteuer_text, waffesteuer_slider, banksteuer_text, banksteuer_slider, fueltaxes_text, fueltaxes_slider, wealthtaxlimit_text, wealthtaxlimit_slider, wealthtax_text, wealthtax_slider, incometaxcl1_text, incometaxcl2_text, incometaxcl3_text, incometaxcl4_text, incometaxcl5_text, incometaxcl1_slider, incometaxcl2_slider, incometaxcl3_slider, incometaxcl4_slider, incometaxcl5_slider, welfareIncLimit_text, welfareIncLimit_slider, welfareBankLimit_text, welfareBankLimit_slider, welfareAmount_text, welfareAmount_slider, Mayorpay_text, Mayorpay_slider, PolChiefPay_text, PolChiefPay_slider, InterestRate_text, InterestRate_slider, PoliceSalary_text, PoliceSalary_slider, bankaccount_text, bankaccount_value, backgroundBankValue, button_submit, button_cancel, dummybutton}; class DLG_BACK1: Rscbackground{ x = 0.10; y = 0.06; w = 0.84; h = 0.90; }; class background : RscBgRahmen{ x = 0.10; y = 0.06; w = 0.84; h = 0.90; text = $STRD_description_steuer_header; }; class text_itemsteuer : RscText{ x = 0.11; y = 0.10; w = 0.26; h = 0.04; idc = 11; }; class slider_itemsteuer : RscSliderH{ idc = 12; x = 0.11; y = 0.15; w = 0.26; h = 0.04; }; class fahrzeugsteuer_text : RscText{ idc = 21; x = 0.11; y = 0.21; w = 0.26; h = 0.04; }; class fahrzeugsteuer_slider : RscSliderH{ idc = 22; x = 0.11; y = 0.26; w = 0.26; h = 0.04; }; class magazinsteuer_text : RscText{ idc = 31; x = 0.11; y = 0.32; w = 0.26; h = 0.04; }; class magazinsteuer_slider : RscSliderH{ idc = 32; x = 0.11; y = 0.37; w = 0.26; h = 0.04; }; class waffesteuer_text : RscText{ idc = 41; x = 0.11; y = 0.42; w = 0.26; h = 0.04; }; class waffesteuer_slider : RscSliderH{ idc = 42; x = 0.11; y = 0.48; w = 0.26; h = 0.04; }; class banksteuer_text : RscText{ idc = 51; x = 0.11; y = 0.54; w = 0.26; h = 0.04; }; class banksteuer_slider : RscSliderH{ idc = 52; x = 0.11; y = 0.59; w = 0.26; h = 0.04; }; class fueltaxes_text : RscText{ idc = 61; x = 0.11; y = 0.65; w = 0.26; h = 0.04; }; class fueltaxes_slider : RscSliderH{ idc = 62; x = 0.11; y = 0.70; w = 0.26; h = 0.04; }; class wealthtaxlimit_text : RscText{ idc = 71; x = 0.11; y = 0.76; w = 0.27; h = 0.04; }; class wealthtaxlimit_slider : RscSliderH{ idc = 72; x = 0.11; y = 0.82; w = 0.26; h = 0.04; }; class wealthtax_text : RscText{ x = 0.39; y = 0.10; w = 0.26; h = 0.04; idc = 81; }; class wealthtax_slider : RscSliderH{ idc = 82; x = 0.39; y = 0.15; w = 0.26; h = 0.04; }; class incometaxcl1_text : RscText{ x = 0.39; y = 0.21; w = 0.26; h = 0.04; idc = 91; }; class incometaxcl1_slider : RscSliderH{ idc = 92; x = 0.39; y = 0.26; w = 0.26; h = 0.04; }; class incometaxcl2_text : RscText{ x = 0.39; y = 0.32; w = 0.26; h = 0.04; idc = 101; }; class incometaxcl2_slider : RscSliderH{ idc = 102; x = 0.39; y = 0.37; w = 0.26; h = 0.04; }; class incometaxcl3_text : RscText{ x = 0.39; y = 0.42; w = 0.26; h = 0.04; idc = 111; }; class incometaxcl3_slider : RscSliderH{ idc = 112; x = 0.39; y = 0.48; w = 0.26; h = 0.04; }; class incometaxcl4_text : RscText{ x = 0.39; y = 0.54; w = 0.26; h = 0.04; idc = 121; }; class incometaxcl4_slider : RscSliderH{ idc = 122; x = 0.39; y = 0.59; w = 0.26; h = 0.04; }; class incometaxcl5_text : RscText{ x = 0.39; y = 0.65; w = 0.26; h = 0.04; idc = 131; }; class incometaxcl5_slider : RscSliderH{ idc = 132; x = 0.39; y = 0.70; w = 0.26; h = 0.04; }; class backgroundBankValue : RscBgRahmen{ x = 0.39; y = 0.75; w = 0.26; h = 0.12; }; class bankaccount_text : RscText{ x = 0.39; y = 0.76; w = 0.26; h = 0.04; idc = 6661; style = ST_CENTER; SizeEX = 0.025; }; class bankaccount_value : RscText{ x = 0.39; y = 0.82; w = 0.26; h = 0.04; idc = 6662; style = ST_CENTER; SizeEX = 0.023; }; class welfareIncLimit_text : RscText{ x = 0.67; y = 0.10; w = 0.26; h = 0.04; idc = 141; }; class welfareIncLimit_slider : RscSliderH{ idc = 142; x = 0.67; y = 0.15; w = 0.26; h = 0.04; }; class welfareBankLimit_text : RscText{ x = 0.67; y = 0.21; w = 0.26; h = 0.04; idc = 151; }; class welfareBankLimit_slider : RscSliderH{ idc = 152; x = 0.67; y = 0.26; w = 0.26; h = 0.04; }; class welfareAmount_text : RscText{ x = 0.67; y = 0.32; w = 0.26; h = 0.04; idc = 161; }; class welfareAmount_slider : RscSliderH{ idc = 162; x = 0.67; y = 0.37; w = 0.26; h = 0.04; }; class Mayorpay_text : RscText{ x = 0.67; y = 0.42; w = 0.26; h = 0.04; idc = 171; }; class Mayorpay_slider : RscSliderH{ idc = 172; x = 0.67; y = 0.48; w = 0.26; h = 0.04; }; class PolChiefPay_text : RscText{ x = 0.67; y = 0.54; w = 0.26; h = 0.04; idc = 181; }; class PolChiefPay_slider : RscSliderH{ idc = 182; x = 0.67; y = 0.59; w = 0.26; h = 0.04; }; class PoliceSalary_text : RscText{ x = 0.67; y = 0.65; w = 0.26; h = 0.04; idc = 201; }; class PoliceSalary_slider : RscSliderH{ idc = 202; x = 0.67; y = 0.70; w = 0.26; h = 0.04; }; class InterestRate_text : RscText{ x = 0.67; y = 0.76; w = 0.26; h = 0.04; idc = 191; }; class InterestRate_slider : RscSliderH{ idc = 192; x = 0.67; y = 0.82; w = 0.26; h = 0.04; }; class button_submit : RscButton{ x = 0.22; y = 0.89; w = 0.20; h = 0.04; text = $STRD_description_steuer_submit; action = "[0,1,2,[""steuernMayor"", (round(sliderPosition 12)), (round(sliderPosition 32)), (round(sliderPosition 42)), (round(sliderPosition 22)), (round(sliderPosition 52)), (round(sliderPosition 62)), (round(sliderPosition 72)), (round(sliderPosition 82)), (round(sliderPosition 92)), (round(sliderPosition 102)), (round(sliderPosition 112)), (round(sliderPosition 122)), (round(sliderPosition 132)), (round(sliderPosition 142)), (round(sliderPosition 152)), (round(sliderPosition 162)), (round(sliderPosition 172)), (round(sliderPosition 182)), (round(sliderPosition 192)), (round(sliderPosition 202))]] execVM ""mayor.sqf""; closedialog 0;"; }; class button_cancel : RscButton{ x = 0.62; y = 0.89; w = 0.20; h = 0.04; text = $STRD_description_buyitem_close; action = "closedialog 0;"; }; class dummybutton : RscDummy { idc = 1032; }; }; class stunbutton { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {button, dummybutton}; class DLG_BACK1: Rscbackground { x = 0.40; y = 0.37; w = 0.21; h = 0.07; }; class background : RscBgRahmen { x = 0.40; y = 0.37; w = 0.21; h = 0.07; }; class button : RscButton { x = 0.40; y = 0.39; w = 0.20; h = 0.04; text = $STRD_stunned_dialogbutton; action = "[1, ""normal""] execVM ""playAnim.sqf""; closedialog 0;"; }; class dummybutton : RscDummy { idc = 1039; }; }; class MainCamDialog { idd = 2005; movingEnable = true; controlsBackground[] = {DLG_BACK1, DLG_BACK2, DLG_BACK3, DLG_BACK4}; objects[] = { };controls[] = {button_nvgOn, button_nvgOff, close, dummybutton,VL1, VL2, VL3, VL4, VL5, VL6, VL7, VL8, VL9,HL1, HL2, HL3, HL4, HL5, HL6, HL7,cross_horizontal, cross_vertical,CamSlider, LightSlider}; class VL1: RscText { x = 0.100; y = 0.200; w = 0.001; h = 0.600; colorBackground[] = {1,1,1,0.1}; }; class VL2: VL1 {x = 0.2;}; class VL3: VL1 {x = 0.3;}; class VL4: VL1 {x = 0.4;}; class VL5: VL1 {x = 0.5;}; class VL6: VL1 {x = 0.6;}; class VL7: VL1 {x = 0.7;}; class VL8: VL1 {x = 0.8;}; class VL9: VL1 {x = 0.9;}; class HL1: RscText { x = 0.100; y = 0.200; w = 0.800; h = 0.001; colorBackground[] = {1,1,1,0.1}; }; class HL2: HL1 {y = 0.3;}; class HL3: HL1 {y = 0.4;}; class HL4: HL1 {y = 0.5;}; class HL5: HL1 {y = 0.6;}; class HL6: HL1 {y = 0.7;}; class HL7: HL1 {y = 0.8;}; class DLG_BACK1: Rscbackground{x = -1.00; y = 0.00;w = 3.00; h = 0.20;colorBackground[] = {0,0,0,1};}; class DLG_BACK2: Rscbackground{x = -1.00; y = 0.80;w = 3.00; h = 0.20;colorBackground[] = {0,0,0,1};}; class DLG_BACK3: Rscbackground{x = -1.00; y = -1.00;w = 1.10; h = 3.00;colorBackground[] = {0,0,0,1};}; class DLG_BACK4: Rscbackground{x = 0.90; y = -1.00;w = 1.10; h = 3.00;colorBackground[] = {0,0,0,1};}; class cross_horizontal: RscText{x = 0.465; y = 0.500;w = 0.070; h = 0.002;colorBackground[] = {1,0.9,0.9,0.2};}; class cross_vertical: RscText{x = 0.500; y = 0.465;w = 0.002; h = 0.070;colorBackground[] = {1,0.9,0.9,0.2};}; class button_nvgOn : RscButton { idc = 25; x = 0.10; y = 0.82; w = 0.15; h = 0.04; colorBackground[] = {0.3,0.3,0.3,1}; text = $STRD_cam_description_nvgon; }; class button_nvgOff : RscButton { idc = 26; x = 0.30; y = 0.82; w = 0.15; h = 0.04; colorBackground[] = {0.3,0.3,0.3,1}; text = $STRD_cam_description_nvgoff; }; class close : RscButton { idc = 28; x = 0.70; y = 0.82; w = 0.15; h = 0.04; colorBackground[] = {0.3,0.3,0.3,1}; text = $STRD_description_close; }; class CamSlider : RscSliderV{idc = 10;x = 0.05; y = 0.20;w = 0.04; h = 0.70;}; class LightSlider : RscSliderV{idc = 11;x = 0.92; y = 0.20;w = 0.04; h = 0.70;}; class dummybutton : RscDummy {idc = 1050;}; }; class CopMenu { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {button1, button2, button3, button4, button5, button6, button7, dummybutton}; class DLG_BACK1: Rscbackground{x = 0.35; y = 0.20; w = 0.30; h = 0.50;}; class background : RscBgRahmen{x = 0.35; y = 0.20; w = 0.30; h = 0.50;text = "Copmenu";}; class button1 : RscButton { x = 0.40; y = 0.25; w = 0.20; h = 0.04; text = "Меню Тюрьма/Розыск"; action = "closedialog 0; [0,1,2,[""wantedrelease""]] execVM ""openDialogs2.sqf"";"; }; class button2 : RscButton { x = 0.40; y = 0.30; w = 0.20; h = 0.04; text = "Меню Цывкамер"; action = "closedialog 0; [0,1,2,[""civcam""]] execVM ""openDialogs2.sqf"";"; }; class button3 : RscButton { x = 0.40; y = 0.35; w = 0.20; h = 0.04; text = "Камеры тюрьмы"; action = "closedialog 0; [0,1,2,[""jailcam""]] execVM ""jailCivCam.sqf"";"; }; class button4 : RscButton { x = 0.40; y = 0.40; w = 0.20; h = 0.04; text = "Спутниковая камера"; action = "closedialog 0; [ [(getPos player select 0), (getPos player select 1), 200] ] execVM ""satCamActions.sqf"";"; }; class button5 : RscButton { x = 0.40; y = 0.45; w = 0.20; h = 0.04; text = "Журнал преступлений"; action = "closedialog 0; [0,1,2,[""coplog""]] execVM ""openDialogs2.sqf"";"; }; class button6 : RscButton { x = 0.40; y = 0.50; w = 0.20; h = 0.04; text = "Паника Вкл/Выкл"; action = "closedialog 0; [] execVM ""copNeedSupport.sqf"";"; }; class button7 : RscButton{x = 0.40; y = 0.55;w = 0.20; h = 0.04;text = "Close";action = "closedialog 0;";}; class dummybutton : RscDummy {idc = 1052;};}; // ***********Copmenue Lite by Deadfast************ class CopMenuLite { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {priswantbutton, crimelog, copmarkers, closebutton}; class DLG_BACK1: Rscbackground { x = 0.35; y = 0.20; w = 0.30; h = 0.25; }; class background : RscBgRahmen { x = 0.35; y = 0.20; w = 0.299; h = 0.25; text = "Копменю Lite"; }; class priswantbutton : RscButton { x = 0.40; y = 0.26; w = 0.20; h = 0.04; text = "Меню Тюрьма/Розыск"; action = "closedialog 0; [0,1,2,[""wantedrelease""]] execVM ""openDialogs2.sqf"";"; }; class crimelog : RscButton { x = 0.40; y = 0.31; w = 0.20; h = 0.04; text = "Журнал преступлений"; action = "closedialog 0; [0,1,2,[""coplog""]] execVM ""openDialogs2.sqf"";"; }; class copmarkers : RscButton { x = 0.40; y = 0.36; w = 0.20; h = 0.04; text = "Паника Вкл/Выкл"; action = "closedialog 0; [] execVM ""copNeedSupport.sqf"";"; }; class closebutton : RscButton { x = 0.618; y = 0.215; w = 0.03; h = 0.03; text = "x"; action = "closedialog 0;"; }; class dummybutton : RscDummy { idc = 1052; }; }; //Dialogue for nearly everything miscDialogs.hpp class factory_manifacture { idd = 2002; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {list_manifacture, list_needed, manifacture, close, mengeneingabe, dummybutton}; class DLG_BACK1: Rscbackground { x = 0.30; y = 0.10; w = 0.34; h = 0.76; }; class background : RscBgRahmen { x = 0.30; y = 0.10; w = 0.34; h = 0.76; text = $STRS_inv_fac_dia_herstellen; }; class list_manifacture : RscListBox { idc = 1; x = 0.32; y = 0.14; w = 0.30; h = 0.25; }; class list_needed : RscListBox { idc = 2; x = 0.32; y = 0.42; w = 0.30; h = 0.25; }; class mengeneingabe : RscEdit { idc = 4; x = 0.32; y = 0.70; w = 0.30; h = 0.04; text = "1"; }; class manifacture : RscButton { idc = 3; x = 0.32; y = 0.76; w = 0.30; h = 0.04; }; class close : RscButton { x = 0.32; y = 0.81; w = 0.30; h = 0.04; text = $STRD_inv_description_close; action = "closeDialog 0;"; }; class dummybutton : RscDummy {idc = 1030;}; }; class itemkaufdialog { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, DLG_BACK2, background1, background2}; objects[] = { }; controls[] = {itemliste, itemeingabe, submit, cancel, cancel2, submit2, itemeingabe2, itemliste2, text_inventarmoney, dummybutton}; class DLG_BACK1: RscBackground { x = 0.02; y = 0.07; w = 0.46; h = 0.63; }; class DLG_BACK2: RscBackground { x = 0.51; y = 0.07; w = 0.46; h = 0.63; }; class background1 : RscBgRahmen { x = 0.02; y = 0.07; w = 0.46; h = 0.63; text = $STRD_inv_description_itemmenu_title; idc = 91; }; class itemliste : RscListBox { idc = 1; x = 0.04; y = 0.10; w = 0.42; h = 0.48; }; class itemeingabe : RscEdit { idc = 2; x = 0.04; y = 0.60; w = 0.20; h = 0.04; text = "1"; }; class submit : RscButton { idc = 3; x = 0.25; y = 0.60; w = 0.20; h = 0.04; }; class cancel : RscButton { x = 0.25; y = 0.65; w = 0.20; h = 0.04; text = $STRD_inv_description_buyitem_close; action = "closedialog 0"; }; class background2 : RscBgRahmen { x = 0.51; y = 0.07; w = 0.46; h = 0.63; idc = 92; text = $STRD_inv_description_itemmenu_title2; }; class cancel2 : RscButton { x = 0.74; y = 0.65; w = 0.20; h = 0.04; text = $STRD_inv_description_buyitem_close; action = "closedialog 0;"; }; class submit2 : RscButton { idc = 103; x = 0.74; y = 0.60; w = 0.20; h = 0.04; }; class itemeingabe2 : RscEdit { idc = 102; x = 0.53; y = 0.60; w = 0.20; h = 0.04; text = "1"; }; class itemliste2 : RscListBox { idc = 101; w = 0.42; h = 0.48; x = 0.53; y = 0.10; }; class text_inventarmoney : RscText { idc = 100; x = 0.04; y = 0.65; w = 0.30; h = 0.04; }; class dummybutton : RscDummy {idc = 1015;}; }; class inventar { idd = -1; movingEnable = true; controlsBackground[] = {background}; objects[] = { }; controls[] = { header, button_use, button_drop, button_cancel, TransferButton, InfoItem, InfoItemVar, InfoAnzahl, InfoAnzahlVar, InfoAddinfo, InfoAddinfoVar, InfoGewicht, InfoGewichtVar, UseAmounteingabe, description, playerlist, Itemlist, dummybutton }; class header : RscText { idc = 101; x = 0.23; y = 0.14; w = 0.55; h = 0.04; style = ST_CENTER; SizeEX = 0.03; text = $STRD_inv_description_inventar_header; }; class background : RscBackground { x = 0.14; y = 0.10; w = 0.71; h = 0.75; }; class button_use : RscButton { idc = 3; x = 0.15; y = 0.20; w = 0.20; h = 0.04; text = $STRD_inv_description_inventar_use; }; class button_cancel : RscButton { x = 0.15; y = 0.26; w = 0.20; h = 0.04; text = $STRD_inv_description_buyitem_close; action = "closedialog 0;"; }; class button_drop : RscButton { idc = 4; x = 0.15; y = 0.32; w = 0.20; h = 0.04; text = $STRD_inv_description_inventar_drop; }; class TransferButton : RscButton { idc = 246; x = 0.15; y = 0.38; w = 0.20; h = 0.04; text = $STRD_inv_description_inventar_schluessel_uebergabe; }; class UseAmounteingabe : RscEdit { idc = 501; x = 0.15; y = 0.44; w = 0.20; h = 0.04; text = "1"; }; class playerlist : RscCombo { idc = 99; x = 0.15; y = 0.50; w = 0.20; h = 0.04; }; class InfoItem : RscText { idc = 51; x = 0.15; y = 0.61; w = 0.20; h = 0.04; style = ST_LEFT; text = $STRD_inv_description_inventar_item; }; class InfoItemVar : RscText { idc = 52; x = 0.36; y = 0.61; w = 0.20; h = 0.04; }; class InfoAnzahl : RscText { idc = 61; x = 0.15; y = 0.66; w = 0.20; h = 0.04; style = ST_LEFT; text = $STRD_inv_description_inventar_amount; }; class InfoAnzahlVar : RscText { idc = 62; x = 0.36; y = 0.66; w = 0.20; h = 0.04; }; class InfoAddinfo : RscText { idc = 71; x = 0.15; y = 0.71; w = 0.20; h = 0.04; style = ST_LEFT; text = $STRD_inv_description_inventar_addinfo; }; class InfoAddinfoVar : RscText { idc = 72; x = 0.36; y = 0.71; w = 0.50; h = 0.04; }; class InfoGewicht : RscText { idc = 201; x = 0.15; y = 0.76; w = 0.20; h = 0.04; style = ST_LEFT; text = $STRD_inv_description_inventar_gewicht; }; class InfoGewichtVar : RscText { idc = 202; x = 0.36; y = 0.76; w = 0.20; h = 0.04; }; class description : RscText { idc = 7; x = 0.36; y = 0.20; w = 0.27; h = 0.25; style = ST_MULTI; lineSpacing = 1; }; class Itemlist : RscListBox { idc = 1; x = 0.64; y = 0.20; w = 0.2; h = 0.60; }; class dummybutton : RscDummy {idc = 1001;}; }; class INV_list { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {liste, close, dummybutton}; class DLG_BACK1: RscBackground { x = 0.21; y = 0.05; w = 0.52; h = 0.84; }; class background : RscBgRahmen { x = 0.21; y = 0.05; w = 0.52; h = 0.84; text = "List"; }; class liste : RscListBox { idc = 1; x = 0.22; y = 0.08; w = 0.50; h = 0.73; SizeEX = 0.0195; RowHeight = 0.03; }; class close : RscButton { idc = 2; x = 0.39; y = 0.83; w = 0.20; h = 0.04; text = $STRD_inv_description_buyitem_close; action = "closedialog 0;"; }; class dummybutton : RscDummy {idc = 2017;}; }; class INV_ItemListDialog { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, background}; objects[] = { }; controls[] = {Itemlist, InfoText, InfoGewicht, list_needed, button_cancel, dummybutton}; class DLG_BACK1: Rscbackground { x = 0.05; y = 0.05; w = 0.90; h = 0.90; }; class background : RscBgRahmen { x = 0.05; y = 0.05; w = 0.90; h = 0.90; text = "Item Information"; }; class Itemlist : RscListBox { idc = 1; x = 0.10; y = 0.10; w = 0.20; h = 0.70; }; class InfoText : RscText { idc = 2; x = 0.35; y = 0.10; w = 0.55; h = 0.34; style = ST_MULTI; lineSpacing = 1; }; class InfoGewicht : RscText { idc = 3; x = 0.66; y = 0.55; w = 0.25; h = 0.04; style = ST_RIGHT; }; class list_needed : RscListBox { idc = 4; x = 0.35; y = 0.45; w = 0.30; h = 0.35; }; class button_cancel : RscButton { x = 0.40; y = 0.90; w = 0.20; h = 0.04; idc = 5; action = "closedialog 0;"; }; class dummybutton : RscDummy {idc = 1038;}; };//Dialogue for cops inventory class inventarCop { idd = -1; movingEnable = true; controlsBackground[] = {background}; objects[] = { }; controls[] = { header, copheader, button_use, button_drop, button_cancel, TransferButton, InfoItem, InfoItemVar, InfoAnzahl, InfoAnzahlVar, InfoAddinfo, InfoAddinfoVar, InfoGewicht, InfoGewichtVar, UseAmounteingabe, description, playerlist, Itemlist, dummybutton, coproadblock, copvimpound, copwimpound }; class header : RscText { idc = 101; x = 0.23; y = 0.14; w = 0.55; h = 0.04; style = ST_CENTER; SizeEX = 0.03; text = $STRD_inv_description_inventar_header_police; }; class background : RscBackground { x = 0.14; y = 0.10; w = 0.71; h = 0.75; }; class button_use : RscButton { idc = 3; x = 0.15; y = 0.20; w = 0.20; h = 0.04; text = $STRD_inv_description_inventar_use; }; class button_cancel : RscButton { x = 0.15; y = 0.26; w = 0.20; h = 0.04; text = $STRD_inv_description_buyitem_close; action = "closedialog 0;"; }; class button_drop : RscButton { idc = 4; x = 0.15; y = 0.32; w = 0.20; h = 0.04; text = $STRD_inv_description_inventar_drop; }; class TransferButton : RscButton { idc = 246; x = 0.15; y = 0.38; w = 0.20; h = 0.04; text = $STRD_inv_description_inventar_schluessel_uebergabe; }; class UseAmounteingabe : RscEdit { idc = 501; x = 0.15; y = 0.44; w = 0.20; h = 0.04; text = "1"; }; class playerlist : RscCombo { idc = 99; x = 0.15; y = 0.50; w = 0.20; h = 0.04; }; class InfoItem : RscText { idc = 51; x = 0.15; y = 0.61; w = 0.20; h = 0.04; style = ST_LEFT; text = $STRD_inv_description_inventar_item; }; class InfoItemVar : RscText { idc = 52; x = 0.36; y = 0.61; w = 0.20; h = 0.04; }; class InfoAnzahl : RscText { idc = 61; x = 0.15; y = 0.66; w = 0.20; h = 0.04; style = ST_LEFT; text = $STRD_inv_description_inventar_amount; }; class InfoAnzahlVar : RscText { idc = 62; x = 0.36; y = 0.66; w = 0.20; h = 0.04; }; class InfoAddinfo : RscText { idc = 71; x = 0.15; y = 0.71; w = 0.20; h = 0.04; style = ST_LEFT; text = $STRD_inv_description_inventar_addinfo; }; class InfoAddinfoVar : RscText { idc = 72; x = 0.36; y = 0.71; w = 0.50; h = 0.04; }; class InfoGewicht : RscText { idc = 201; x = 0.15; y = 0.76; w = 0.20; h = 0.04; style = ST_LEFT; text = $STRD_inv_description_inventar_gewicht; }; class InfoGewichtVar : RscText { idc = 202; x = 0.36; y = 0.76; w = 0.20; h = 0.04; }; class description : RscText { idc = 7; x = 0.36; y = 0.20; w = 0.27; h = 0.25; style = ST_MULTI; lineSpacing = 1; }; class Itemlist : RscListBox { idc = 1; x = 0.64; y = 0.20; w = 0.2; h = 0.34; }; class copheader : RscText { idc = 187101; x = 0.64; y = 0.59; w = 0.2; h = 0.04; style = ST_CENTER; SizeEX = 0.025; text = $STRD_inv_description_inventar_polheader_police; }; class coproadblock : RscButton { idc = 18701; x = 0.64; y = 0.64; w = 0.2; h = 0.04; text = $STRD_inv_description_inventar_police_roadblock; }; class copVimpound : RscButton { idc = 18702; x = 0.64; y = 0.70; w = 0.2; h = 0.04; text = $STRD_inv_description_inventar_police_impoundw; }; class copWimpound : RscButton { idc = 18703; x = 0.64; y = 0.76; w = 0.2; h = 0.04; text = $STRD_inv_description_inventar_police_impoundv; }; class dummybutton : RscDummy {idc = 1001;}; };version=11; class Mission { addOns[]= { "cacharacters", "CAMisc", "CAWater", "sara", "CAWheeled", "CABuildings", "CAAir", "CATracked", "cadata", "casounds", "WarfareBuildings", "CAWheeled3_M1030", "CAWheeled3_TT650", "caweapons" }; addOnsAuto[]= { "cacharacters", "CAMisc", "CABuildings", "CAWheeled", "casounds", "cadata", "WarfareBuildings", "caweapons", "sara" }; randomSeed=2816003; class Intel { briefingName="@STRM_mission_name"; briefingDescription="@STRM_mission_description"; resistanceWest=0.000000; startWeather=0.000000; forecastWeather=0.000000; year=2006; month=9; day=1; minute=0; }; class Groups { items=127; class Item0 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14052.719727,39.959999,12667.620117}; id=2; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="workplace1"; }; }; }; class Item1 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14700.243164,43.964996,10749.755859}; id=3; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="workplace2"; }; }; }; class Item2 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={19208.021484,4.950000,13605.879883}; id=4; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="workplace3"; }; }; }; class Item3 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={4514.226563,8.470810,15473.197266}; azimut=-29.376686; id=7; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="missionvehiclespawn3"; }; }; }; class Item4 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14227.882813,54.990002,11837.295898}; azimut=166.445999; id=9; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="copbase1"; }; }; }; class Item5 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14267.809570,38.880001,12714.035156}; azimut=-56.925598; id=16; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="prison_logic"; }; }; }; class Item6 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={12830.763672,0.525777,9479.121094}; id=18; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="server"; }; }; }; class Item7 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={12853.252930,0.510663,9480.267578}; id=20; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="nowhere"; }; }; }; class Item8 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={11251.135742,29.399632,12345.128906}; id=22; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="raceziel"; }; }; }; class Item9 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={4485.943848,7.015229,15453.052734}; azimut=-29.376686; id=28; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="konvoyinsel"; }; }; }; class Item10 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={18979.443359,17.019447,13995.156250}; id=29; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="konvoystartpos"; }; }; }; class Item11 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14307.301758,54.707855,11916.111328}; azimut=149.455994; id=30; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="konvoyend"; }; }; }; class Item12 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={4437.046875,36.602188,15343.960938}; azimut=-29.376686; id=32; side="EAST"; vehicle="SoldierEB"; leader=1; skill=0.600000; text="east_logicunit"; init="this setcaptive true; removeallweapons this"; }; }; }; class Item13 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={17162.457031,0.592044,14443.267578}; id=38; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="carspawn5"; }; }; }; class Item14 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={4500.563965,6.975000,15489.010742}; azimut=-29.376686; id=40; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="deadcamlogic"; }; }; }; class Item15 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={4457.460938,37.956375,15354.867188}; azimut=-29.376686; id=50; side="WEST"; vehicle="SoldierWB"; leader=1; skill=0.600000; text="soldat1"; }; }; }; class Item16 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={4479.853516,26.419827,15281.790039}; azimut=-29.376686; id=62; side="CIV"; vehicle="Civilian20"; leader=1; skill=0.600000; text="civ_logicunit"; }; }; }; class Item17 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={4600.704102,37.728683,15350.661133}; azimut=-29.376686; id=64; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="abstellkammer"; }; }; }; class Item18 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={4475.691406,40.504303,15364.482422}; azimut=-29.376686; id=82; side="WEST"; vehicle="SoldierWB"; leader=1; skill=0.600000; text="west_logicunit"; init="this setcaptive true; removeallweapons this"; }; }; }; class Item19 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={4494.477051,21.264391,15376.156250}; azimut=-29.376686; id=85; side="WEST"; vehicle="TeamLeaderW"; leader=1; skill=0.600000; text="TheRat"; init="this setcaptive true; removeallweapons this"; }; }; }; class Item20 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={8271.431641,6.975000,9602.856445}; id=89; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="terrorcarspawn"; }; }; }; class Item21 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14062.917969,68.227501,12675.134766}; id=90; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="Effekt_Rauch2"; init="RauchObj2 = getpos(this) nearestObject 349164; call compile format['[""rauch"", RauchObj2, (getpos this)] execVM ""flagLight.sqf"";'];"; }; }; }; class Item22 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={17348.986328,13.455000,14093.652344}; id=91; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="Effekt_Rauch1"; init="RauchObj1 = getpos(this) nearestObject 73910; call compile format['[""rauch"", RauchObj1, (getpos this)] execVM ""flagLight.sqf"";'];"; }; }; }; class Item23 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14292.487305,57.885685,12408.647461}; id=92; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; health=0.900000; text="sperrenverbot2"; }; }; }; class Item24 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={8244.855469,6.031755,9551.615234}; azimut=-2.224450; id=94; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="terrorhideoutlogic"; }; }; }; class Item25 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={14266.834961,39.959999,12375.085938}; id=99; side="CIV"; vehicle="Civilian3"; player="PLAY CDG"; leader=1; skill=0.600000; text="civ2"; description="Normal Citizen 2"; }; }; }; class Item26 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={14269.125977,39.959999,12375.214844}; id=100; side="CIV"; vehicle="Civilian4"; player="PLAY CDG"; leader=1; skill=0.600000; text="civ3"; description="Normal Citizen 3"; }; }; }; class Item27 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={14271.187500,39.959999,12375.182617}; id=101; side="CIV"; vehicle="Civilian5"; player="PLAY CDG"; leader=1; skill=0.600000; text="civ4"; description="Normal Citizen 4"; }; }; }; class Item28 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={14273.483398,39.959999,12375.136719}; id=102; side="CIV"; vehicle="Civilian6"; player="PLAY CDG"; leader=1; skill=0.600000; text="civ5"; description="Normal Citizen 5"; }; }; }; class Item29 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={14275.806641,39.959999,12375.194336}; id=103; side="CIV"; vehicle="Civilian6"; player="PLAY CDG"; leader=1; skill=0.600000; text="civ6"; description="Normal Citizen 6"; }; }; }; class Item30 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={14277.892578,39.959999,12375.329102}; id=104; side="CIV"; vehicle="Civilian7"; player="PLAY CDG"; leader=1; skill=0.600000; text="civ7"; description="Normal Citizen 7"; }; }; }; class Item31 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={14280.081055,39.959999,12375.348633}; id=105; side="CIV"; vehicle="Civilian8"; player="PLAY CDG"; leader=1; skill=0.600000; text="civ8"; description="Normal Citizen 8"; }; }; }; class Item32 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={14282.418945,39.959999,12375.351563}; id=106; side="CIV"; vehicle="Civilian9"; player="PLAY CDG"; leader=1; skill=0.600000; text="civ9"; description="Normal Citizen 9"; }; }; }; class Item33 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={14284.517578,39.959999,12375.325195}; azimut=-0.510651; id=107; side="CIV"; vehicle="Civilian10"; player="PLAY CDG"; leader=1; skill=0.600000; text="civ10"; description="Normal Citizen 10"; }; }; }; class Item34 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14273.948242,39.959999,12402.399414}; id=123; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="lichquelle1_1"; init="call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";""; this setpos [(getpos this select 0), (getpos this select 1), (( getpos this select 2))]"; }; }; }; class Item35 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14379.475586,39.832134,10858.624023}; id=139; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="hideoutteleplatz"; }; }; }; class Item36 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={13312.347656,66.587395,12631.960938}; id=143; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="suchlogik"; }; }; }; class Item37 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14592.548828,56.014244,11853.731445}; id=145; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="gunbox01_logic"; }; }; }; class Item38 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14420.268555,43.965000,10681.562500}; id=146; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="gunbox02_logic"; }; }; }; class Item39 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={8253.439453,6.975000,9583.134766}; azimut=-398.890533; special="NONE"; id=147; side="LOGIC"; vehicle="Logic"; leader=1; lock="LOCKED"; skill=0.600000; text="gunbox_terrorbox_logic"; }; }; }; class Item40 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14395.308594,39.959999,12500.131836}; special="NONE"; id=148; side="LOGIC"; vehicle="Logic"; leader=1; lock="LOCKED"; skill=0.600000; text="gunbox05_logic"; }; }; }; class Item41 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={14241.404297,54.990002,11873.874023}; id=149; side="WEST"; vehicle="OfficerG"; player="PLAYER COMMANDER"; leader=1; rank="SERGEANT"; skill=0.600000; text="cop1"; init="removeAllWeapons this;"; description="Regular Police Officer 1"; }; }; }; class Item42 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={14244.016602,54.990002,11873.815430}; azimut=361.057098; id=150; side="WEST"; vehicle="OfficerG"; player="PLAY CDG"; leader=1; rank="SERGEANT"; skill=0.600000; text="cop2"; init="removeAllWeapons this;"; description="Regular Police Officer 2"; }; }; }; class Item43 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={14246.465820,54.990002,11873.818359}; azimut=362.347656; id=151; side="WEST"; vehicle="OfficerG"; player="PLAY CDG"; leader=1; rank="SERGEANT"; skill=0.600000; text="cop3"; init="removeAllWeapons this;"; description="Regular Police Officer 3"; }; }; }; class Item44 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={14250.958008,54.990002,11873.779297}; azimut=356.891754; id=152; side="WEST"; vehicle="OfficerG"; player="PLAY CDG"; leader=1; rank="SERGEANT"; skill=0.600000; text="cop4"; init="removeAllWeapons this;"; description="Regular Police Officer 4"; }; }; }; class Item45 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={14249.851563,54.990002,11873.792969}; azimut=364.161713; id=153; side="WEST"; vehicle="OfficerG"; player="PLAY CDG"; leader=1; rank="SERGEANT"; skill=0.600000; text="cop5"; init="removeAllWeapons this;"; description="Regular Police Officer 5"; }; }; }; class Item46 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={14247.662109,54.990002,11873.800781}; azimut=360.901306; id=154; side="WEST"; vehicle="OfficerG"; player="PLAY CDG"; leader=1; rank="SERGEANT"; skill=0.600000; text="cop6"; init="removeAllWeapons this;"; description="Regular Police Officer 6"; }; }; }; class Item47 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={4435.600098,6.783303,15621.729492}; azimut=-29.376686; id=155; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="crate_keller"; }; }; }; class Item48 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={8277.504883,6.975000,9608.271484}; azimut=-188.500229; id=156; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="konvoybox_logic"; }; }; }; class Item49 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14221.891602,55.062252,11890.704102}; azimut=-8.789650; id=159; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="vehicle_garage_cop"; }; }; }; class Item50 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14234.537109,61.814880,11922.219727}; azimut=450.718567; id=160; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="gunbox06_logic"; }; }; }; class Item51 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14013.590820,65.026726,12812.956055}; id=161; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="rathaus_logic"; init="rathaus = position this nearestObject 256693"; }; }; }; class Item52 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14292.041016,57.456657,12431.835938}; id=162; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; init="RepairBuilding4 = position this nearestObject 582520"; }; }; }; class Item53 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14292.900391,58.307770,12450.432617}; id=163; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; init="RepairBuilding5 = position this nearestObject 582518"; }; }; }; class Item54 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14274.215820,57.955570,12450.099609}; id=164; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; init="RepairBuilding6 = position this nearestObject 582516"; }; }; }; class Item55 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14255.438477,57.676140,12450.385742}; id=165; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; init="RepairBuilding7 = position this nearestObject 582519"; }; }; }; class Item56 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14255.201172,57.437508,12431.745117}; id=166; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; init="RepairBuilding8 = position this nearestObject 582504"; }; }; }; class Item57 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14255.582031,57.810974,12407.095703}; id=167; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; init="RepairBuilding9 = position this nearestObject 582522"; }; }; }; class Item58 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14255.004883,57.245026,12384.323242}; id=168; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; init="RepairBuilding10 = position this nearestObject 582523"; }; }; }; class Item59 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14256.270508,58.437046,12365.889648}; id=169; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; init="RepairBuilding11 = position this nearestObject 557104"; }; }; }; class Item60 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14274.460938,57.858856,12365.177734}; id=170; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; init="RepairBuilding12 = position this nearestObject 557102"; }; }; }; class Item61 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14292.018555,57.817478,12366.441406}; id=171; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; init="RepairBuilding13 = position this nearestObject 557099"; }; }; }; class Item62 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14292.969727,58.362553,12384.481445}; id=172; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; init="RepairBuilding14 = position this nearestObject 582521"; }; }; }; class Item63 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14292.797852,58.190205,12404.745117}; id=173; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; init="RepairBuilding15 = position this nearestObject 582517"; }; }; }; class Item64 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={17386.390625,21.399992,14162.402344}; id=174; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; init="RepairBuilding16 = position this nearestObject 77811"; }; }; }; class Item65 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={14259.184570,54.990002,11873.757813}; id=175; side="WEST"; vehicle="SoldierWB"; player="PLAY CDG"; leader=1; rank="SERGEANT"; skill=0.600000; text="cop7"; init="removeAllWeapons this;"; description="Border Patrol Officer 1"; }; }; }; class Item66 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={14255.726563,54.990002,11873.792969}; id=176; side="WEST"; vehicle="SoldierWB"; player="PLAY CDG"; leader=1; rank="SERGEANT"; skill=0.600000; text="cop8"; init="removeAllWeapons this;"; description="Border Patrol Officer 2"; }; }; }; class Item67 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={14262.566406,54.990002,11873.603516}; id=177; side="WEST"; vehicle="SoldierWB"; player="PLAY CDG"; leader=1; rank="SERGEANT"; skill=0.600000; text="cop9"; init="removeAllWeapons this;"; description="Border Patrol Officer 3"; }; }; }; class Item68 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={14248.787109,54.990002,11873.798828}; azimut=357.514252; id=178; side="WEST"; vehicle="OfficerG"; player="PLAY CDG"; leader=1; rank="SERGEANT"; skill=0.600000; text="cop10"; init="removeAllWeapons this;"; description="SWAT Officer (in training) 1"; }; }; }; class Item69 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={14245.273438,54.990002,11873.825195}; azimut=360.276642; id=179; side="WEST"; vehicle="OfficerG"; player="PLAY CDG"; leader=1; rank="SERGEANT"; skill=0.600000; text="cop11"; init="removeAllWeapons this;"; description="SWAT Officer (in training) 2"; }; }; }; class Item70 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={14242.401367,54.990002,11873.880859}; azimut=362.926636; id=180; side="WEST"; vehicle="OfficerG"; player="PLAY CDG"; leader=1; rank="SERGEANT"; skill=0.600000; text="cop12"; init="removeAllWeapons this;"; description="SWAT Officer (in training) 3"; }; }; }; class Item71 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={14284.828125,39.959999,12441.226563}; azimut=180.000000; id=181; side="CIV"; vehicle="Civilian11"; player="PLAY CDG"; leader=1; skill=0.600000; text="civ11"; description="Normal Citizen 11"; }; }; }; class Item72 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={14282.632813,39.959999,12441.135742}; azimut=180.000000; id=182; side="CIV"; vehicle="Civilian12"; player="PLAY CDG"; leader=1; skill=0.600000; text="civ12"; description="Normal Citizen 12"; }; }; }; class Item73 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={14280.505859,39.959999,12441.264648}; azimut=180.000000; id=183; side="CIV"; vehicle="Civilian13"; player="PLAY CDG"; leader=1; skill=0.600000; text="civ13"; description="Normal Citizen 13"; }; }; }; class Item74 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={14278.443359,39.959999,12441.313477}; azimut=180.000000; id=184; side="CIV"; vehicle="Civilian20"; player="PLAY CDG"; leader=1; skill=0.600000; text="civ14"; description="Normal Citizen 14"; }; }; }; class Item75 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={14276.153320,39.959999,12441.368164}; azimut=180.000000; id=185; side="CIV"; vehicle="Civilian19"; player="PLAY CDG"; leader=1; skill=0.600000; text="civ15"; description="Normal Citizen 15"; }; }; }; class Item76 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={14273.823242,39.959999,12441.321289}; azimut=180.332993; id=186; side="CIV"; vehicle="Civilian16"; player="PLAY CDG"; leader=1; skill=0.600000; text="civ16"; description="Normal Citizen 16"; }; }; }; class Item77 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={14271.738281,39.959999,12441.199219}; azimut=180.332993; id=187; side="CIV"; vehicle="Civilian17"; player="PLAY CDG"; leader=1; skill=0.600000; text="civ17"; description="Normal Citizen 17"; }; }; }; class Item78 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={14269.546875,39.959999,12441.201172}; azimut=180.000000; id=188; side="CIV"; vehicle="Civilian18"; player="PLAY CDG"; leader=1; skill=0.600000; text="civ18"; description="Normal Citizen 18"; }; }; }; class Item79 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14248.610352,39.959999,12505.157227}; id=189; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="CityLogic1"; }; }; }; class Item80 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14460.242188,42.987022,10769.893555}; id=190; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="CityLogic2"; }; }; }; class Item81 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={13192.678711,25.965000,11313.785156}; id=191; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="CityLogic3"; }; }; }; class Item82 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={15389.154297,22.327946,13753.520508}; id=192; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="CityLogic4"; }; }; }; class Item83 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={17262.392578,14.326567,14216.440430}; id=193; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="CityLogic5"; }; }; }; class Item84 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={18938.984375,25.612858,13877.647461}; id=194; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="CityLogic6"; }; }; }; class Item85 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={4363.983887,19.723083,15425.077148}; azimut=-29.376686; id=195; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="itemshop_vehiclespawn"; }; }; }; class Item86 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={17738.236328,64.980003,12399.036133}; azimut=-56.925598; id=210; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="CityLogic7"; }; }; }; class Item87 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14116.829102,58.924305,11833.735352}; azimut=311.907654; id=218; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="CopPrisonAusgang"; }; }; }; class Item88 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14203.684570,55.101849,11891.492188}; azimut=311.626984; id=219; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; health=0.900000; text="sperrenverbot3"; }; }; }; class Item89 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14100.610352,59.931988,11821.813477}; azimut=202.818344; id=217; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="CopPrison"; }; }; }; class Item90 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={11879.440430,153.000000,15372.997070}; id=224; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="box_fabrik_1_logic"; }; }; }; class Item91 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={8236.483398,7.014966,9560.513672}; azimut=-30.354340; id=230; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="terrorairspawn"; }; }; }; class Item92 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={8138.917480,0.696353,9628.530273}; id=232; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="terrorboatspawn"; }; }; }; class Item93 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={8193.275391,5.296571,9552.377930}; azimut=142.248795; id=372; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="box_fabrik_2_logic"; }; }; }; class Item94 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14347.474609,42.624954,10727.822266}; id=374; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="gunbox07_logic"; }; }; }; class Item95 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={14264.484375,39.959999,12375.125000}; azimut=3.744658; id=376; side="CIV"; vehicle="Civilian2"; player="PLAY CDG"; leader=1; rank="COLONEL"; skill=0.600000; text="civ1"; description="Normal Citizen 1"; }; }; }; class Item96 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14228.413086,62.635284,11922.333984}; azimut=450.718079; id=378; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="gunbox_patrolcop_logic"; }; }; }; class Item97 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14221.818359,63.094875,11922.475586}; azimut=450.718079; id=381; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="gunbox_responsecop_logic"; }; }; }; class Item98 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14213.502930,61.980896,11922.575195}; azimut=450.718079; id=383; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="gunbox_heavycop_logic"; }; }; }; class Item99 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={13784.278320,30.472559,12585.297852}; azimut=298.689240; id=387; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="shooting_range_logic"; }; }; }; class Item100 { side="GUER"; class Vehicles { items=1; class Item0 { position[]={4512.985840,15.000866,15385.677734}; azimut=-29.376686; id=486; side="GUER"; vehicle="SoldierGB"; leader=1; skill=0.600000; text="guer_logicunit"; init="this setcaptive true; removeallweapons this"; }; }; }; class Item101 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14301.916992,52.847584,11859.040039}; azimut=-60.780277; id=487; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="airspawn_cop"; }; }; }; class Item102 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14339.543945,39.959999,12429.372070}; azimut=149.455994; id=488; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="vehicle_parklot_bag"; }; }; }; class Item103 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={8287.870117,6.552885,9550.738281}; azimut=-256.491394; special="NONE"; id=506; side="LOGIC"; vehicle="Logic"; leader=1; lock="LOCKED"; skill=0.600000; text="gunbox_terrorboxspawnshop_logic"; }; }; }; class Item104 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={13527.297852,20.060730,10457.410156}; azimut=-29.658524; id=722; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="vehicle_garage_sap2"; }; }; }; class Item105 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14298.929688,44.425903,12905.214844}; azimut=150.450623; id=734; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="vehicle_garage_sap"; }; }; }; class Item106 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={13521.736328,19.980000,10435.802734}; azimut=-179.114517; id=786; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="spawn_air_merca"; }; }; }; class Item107 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14299.065430,47.943005,12993.885742}; azimut=270.000000; id=787; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="spawn_air_bag"; }; }; }; class Item108 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={19294.527344,16.398769,13879.743164}; id=800; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; init="disable_tanke1 = position this nearestObject 302306; disable_tanke1 setFuelCargo 0;"; }; }; }; class Item109 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14301.318359,45.173637,12932.666992}; id=801; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="avgas_tanke1"; }; }; }; class Item110 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={13602.833008,0.541644,8659.301758}; id=806; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="cora_boat_spawn1"; }; }; }; class Item111 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={13165.714844,0.420766,9085.166992}; id=808; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="cora_boat_spawn2"; }; }; }; class Item112 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={14267.417969,39.959999,12441.208008}; azimut=176.162994; id=815; side="WEST"; vehicle="Civilian15"; player="PLAY CDG"; leader=1; skill=0.600000; text="civ19"; description="Undercover Cop"; }; }; }; class Item113 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={14265.586914,39.959999,12441.176758}; azimut=176.848007; id=816; side="WEST"; vehicle="Civilian14"; player="PLAY CDG"; leader=1; skill=0.600000; text="civ20"; description="Undercover Cop"; }; }; }; class Item114 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14211.478516,61.709698,11909.986328}; azimut=154.777740; id=828; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="box_borderlogic"; }; }; }; class Item115 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14239.300781,54.990002,11877.271484}; id=830; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="bordercar_spawn"; }; }; }; class Item116 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={13538.155273,19.939150,9065.168945}; id=831; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="CityLogic8"; }; }; }; class Item117 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={9776.346680,178.955719,7338.647461}; id=832; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="southsahrani"; }; }; }; class Item118 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={12290.391602,31.851074,6836.308105}; id=861; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; init="disable_tanke2 = position this nearestObject 830; disable_tanke2 setFuelCargo 0;"; }; }; }; class Item119 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={11233.407227,31.024879,6117.192871}; id=862; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; init="disable_tanke3 = position this nearestObject 829; disable_tanke3 setFuelCargo 0;"; }; }; }; class Item120 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={9434.709961,31.685516,5189.784668}; id=863; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; init="disable_tanke4 = position this nearestObject 174689; disable_tanke4 setFuelCargo 0;"; }; }; }; class Item121 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={9226.284180,52.039883,5841.973633}; id=864; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; init="disable_tanke5 = position this nearestObject 253; disable_tanke5 setFuelCargo 0;"; }; }; }; class Item122 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={8471.973633,17.608023,9425.090820}; id=865; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; init="disable_tanke6 = position this nearestObject 828; disable_tanke6 setFuelCargo 0;"; }; }; }; class Item123 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={9571.172852,144.130035,9822.349609}; id=866; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; init="disable_tanke7 = position this nearestObject 17; disable_tanke7 setFuelCargo 0;"; }; }; }; class Item124 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={10932.680664,146.044846,9478.294922}; id=867; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; init="disable_tanke8 = position this nearestObject 410371; disable_tanke8 setFuelCargo 0;"; }; }; }; class Item125 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14273.355469,52.292858,11831.371094}; azimut=166.445999; id=874; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="impoundlot"; }; }; }; class Item126 { side="GUER"; class Vehicles { items=1; class Item0 { position[]={4560.882813,30.959999,15289.209961}; id=1004; side="GUER"; vehicle="TeamLeaderG"; leader=1; rank="SERGEANT"; skill=0.600000; init="grp = group this; removeallweapons this;"; }; }; }; }; class Vehicles { items=878; class Item0 { position[]={14587.742188,56.061333,11856.033203}; id=0; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="gunlogic1"; init="this setFlagTexture ""glock.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item1 { position[]={14415.500977,43.892845,10684.106445}; id=1; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="gunlogic2"; init="this setFlagTexture ""m16.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item2 { position[]={14015.218750,56.474998,12799.862305}; id=5; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="bankflag_1"; init="this setFlagTexture ""centralbank.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item3 { position[]={14010.788086,39.959999,12642.292969}; id=6; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="workplace_buyflag1"; init="this setFlagTexture ""workplace.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item4 { position[]={14709.168945,43.964996,10747.826172}; id=8; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="workplace_buyflag2"; init="this setFlagTexture ""workplace.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item5 { position[]={13719.944336,27.107834,10617.990234}; id=10; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="drugsell1"; init="this setFlagTexture ""drogenverkauf.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item6 { position[]={14402.084961,40.517128,10840.343750}; id=11; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="bankflag_2"; init="this setFlagTexture ""atm.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item7 { position[]={18929.435547,24.762621,13929.440430}; id=12; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="bankflag_3"; init="this setFlagTexture ""atm.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item8 { position[]={17165.789063,13.410000,14317.471680}; id=13; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="bankflag_4"; init="this setFlagTexture ""atm.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item9 { position[]={15384.966797,22.882944,13783.346680}; id=14; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="bankflag_5"; init="this setFlagTexture ""atm.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item10 { position[]={13224.996094,25.964998,11336.856445}; id=15; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="bankflag_6"; init="this setFlagTexture ""atm.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item11 { position[]={14302.978516,39.959999,12397.856445}; id=17; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="lottoflag"; init="this setFlagTexture ""lottery.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item12 { position[]={14227.109375,62.809937,11908.511719}; azimut=179.089172; id=19; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="bankflag_7"; init="this setFlagTexture ""cop_atm.jpg"";"; }; class Item13 { position[]={18816.234375,38.012455,13678.967773}; azimut=2.087730; id=21; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="raceflag"; init="this setFlagTexture ""race.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item14 { position[]={14103.501953,39.959999,12489.284180}; id=23; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="university"; init="this setFlagTexture ""university.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item15 { position[]={14273.092773,39.959999,12554.016602}; id=24; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="bagango_shop"; init="this setFlagTexture ""generic_shop.jpg"";"; }; class Item16 { position[]={14273.508789,39.959999,12390.777344}; id=25; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="wetterflag"; init="this setFlagTexture ""weather.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item17 { position[]={14276.398438,37.959419,10844.752930}; id=26; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="ernteverkaufsflagge"; init="this setFlagTexture ""generic_shop.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item18 { position[]={8255.330078,6.975000,9581.738281}; azimut=-398.890320; id=27; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="terrorlicenseflag"; init="this setFlagTexture ""terrorcamp_new.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item19 { position[]={14449.250977,54.428173,12147.668945}; id=31; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="hurenflag"; init="this setFlagTexture ""worker.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item20 { position[]={14392.869141,39.959999,12501.216797}; id=33; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="gunlogic5"; init="this setFlagTexture ""equipment_bagango.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item21 { position[]={13269.179688,25.965000,11373.890625}; id=34; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="carflag2"; init="this setFlagTexture ""pickup.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item22 { position[]={13904.377930,37.329300,12637.339844}; id=35; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="carflag3"; init="this setFlagTexture ""truck.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item23 { position[]={17150.005859,1.647560,14429.210938}; id=36; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="carflag5"; init="this setFlagTexture ""boat.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item24 { position[]={19225.455078,11.944242,14031.447266}; id=37; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="carflag6"; init="this setFlagTexture ""heli.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item25 { position[]={14249.189453,55.065304,11891.155273}; azimut=448.974854; id=39; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="copbuy_heavy"; init="this setFlagTexture ""policecarflag_heavyvehicles.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item26 { position[]={12536.139648,169.919998,12703.066406}; id=41; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="drugsell2"; init="this setFlagTexture ""drogenverkauf.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item27 { position[]={17188.890625,40.399578,13582.641602}; id=42; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="drugsell3"; init="this setFlagTexture ""drogenverkauf.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item28 { position[]={17129.517578,13.448315,14299.432617}; id=43; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="shop_buyflag1"; init="this setFlagTexture ""shop.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item29 { position[]={13216.842773,28.536894,11493.036133}; id=44; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="shop_buyflag2"; init="this setFlagTexture ""shop.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item30 { position[]={17748.347656,64.980003,12420.983398}; id=45; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="shop_buyflag3"; init="this setFlagTexture ""shop.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item31 { position[]={19209.029297,4.950000,13606.979492}; id=46; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="workplace_buyflag3"; init="this setFlagTexture ""workplace.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item32 { position[]={14043.774414,39.959999,12666.230469}; id=47; side="EMPTY"; vehicle="Vysilacka"; skill=0.600000; text="workplaceradio"; }; class Item33 { position[]={14274.886719,39.959999,12399.291016}; id=48; side="EMPTY"; vehicle="MASH"; skill=0.600000; text="hospitaltent"; }; class Item34 { position[]={4449.312988,33.971405,15318.552734}; azimut=150.623306; id=49; side="EMPTY"; vehicle="Truck5tReammo"; skill=0.600000; text="konvoytruck"; init="clearmagazinecargo this; clearweaponcargo this"; }; class Item35 { position[]={11264.524414,29.802940,12337.941406}; id=51; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; init="this setFlagTexture ""fahnenlogo.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item36 { position[]={11254.851563,29.339186,12331.575195}; id=52; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; init="this setFlagTexture ""fahnenlogo.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item37 { position[]={14250.486328,38.880001,12738.365234}; azimut=-235.958755; id=53; side="EMPTY"; vehicle="CampEmpty"; skill=0.600000; text="jail_zelt1"; }; class Item38 { position[]={14257.550781,38.880001,12741.582031}; azimut=160.000000; id=54; side="EMPTY"; vehicle="MASH"; skill=0.600000; text="jail_zelt5"; }; class Item39 { position[]={14265.588867,38.880001,12743.619141}; azimut=175.000000; id=55; side="EMPTY"; vehicle="CampEmpty"; skill=0.600000; text="jail_zelt4"; }; class Item40 { position[]={14255.616211,38.880001,12709.389648}; azimut=75.000000; id=56; side="EMPTY"; vehicle="CampEmpty"; skill=0.600000; text="jail_zelt6"; }; class Item41 { position[]={14251.913086,38.880001,12731.237305}; azimut=80.000000; id=57; side="EMPTY"; vehicle="CampEmpty"; skill=0.600000; text="jail_zelt3"; }; class Item42 { position[]={14277.336914,38.880001,12692.713867}; azimut=355.000000; id=58; side="EMPTY"; vehicle="CampEmpty"; skill=0.600000; text="jail_zelt2"; }; class Item43 { position[]={14282.011719,38.880001,12718.951172}; azimut=23.836790; id=59; side="EMPTY"; vehicle="FireLit"; skill=0.600000; text="jail_feuer1"; }; class Item44 { position[]={14278.048828,38.880001,12700.469727}; azimut=23.836790; id=60; side="EMPTY"; vehicle="FireLit"; skill=0.600000; text="jail_feuer2"; }; class Item45 { position[]={14041.057617,39.959999,12667.529297}; id=61; side="EMPTY"; vehicle="FireLit"; skill=0.600000; }; class Item46 { position[]={14268.078125,38.880001,12714.276367}; azimut=-56.925598; id=63; side="EMPTY"; vehicle="FlagCarrierWest"; leader=1; skill=0.600000; text="bailflag"; init="this setFlagTexture ""jailflag.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item47 { position[]={14149.327148,39.254162,12812.389648}; azimut=90.000000; id=65; side="EMPTY"; vehicle="car_sedan"; skill=0.600000; text="ME_AS_1001"; }; class Item48 { position[]={14021.760742,39.952072,12652.661133}; id=66; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="workplace_getjobflag_1"; init="this setFlagTexture ""missions.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item49 { position[]={14900.064453,49.101181,13737.237305}; id=67; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="workplacejob_deliveryflag1"; init="this setFlagTexture ""missions.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item50 { position[]={13754.763672,34.965000,11516.341797}; id=68; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="workplacejob_deliveryflag2"; init="this setFlagTexture ""missions.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item51 { position[]={15399.642578,22.145124,13731.105469}; id=69; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="workplacejob_deliveryflag3"; init="this setFlagTexture ""missions.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item52 { position[]={14374.754883,39.959999,12622.308594}; id=70; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="workplacejob_deliveryflag4"; init="this setFlagTexture ""missions.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item53 { position[]={14307.785156,43.594788,10623.993164}; id=71; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="workplacejob_deliveryflag5"; init="this setFlagTexture ""missions.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item54 { position[]={13096.763672,25.964998,11262.699219}; id=72; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="workplacejob_deliveryflag6"; init="this setFlagTexture ""missions.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item55 { position[]={18898.134766,30.706261,13859.311523}; id=73; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="workplacejob_deliveryflag7"; init="this setFlagTexture ""missions.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item56 { position[]={17347.382813,13.410000,14294.555664}; id=74; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="workplacejob_deliveryflag8"; init="this setFlagTexture ""missions.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item57 { position[]={14604.700195,55.518917,11888.071289}; id=75; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="workplacejob_deliveryflag9"; init="this setFlagTexture ""missions.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item58 { position[]={13968.196289,27.555641,9867.500977}; id=76; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="workplacejob_deliveryflag10"; init="this setFlagTexture ""missions.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item59 { position[]={14655.591797,43.964996,10745.565430}; id=77; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="workplace_getjobflag_2"; init="this setFlagTexture ""missions.jpg"";"; }; class Item60 { position[]={19209.511719,4.950000,13657.769531}; id=78; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="workplace_getjobflag_3"; init="this setFlagTexture ""missions.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item61 { position[]={14243.202148,39.959999,12638.099609}; id=79; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="carsellflag_1"; init="this setFlagTexture ""autoverkauf.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item62 { position[]={17156.898438,0.473187,14459.479492}; id=80; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="carsellflag_3"; init="this setFlagTexture ""autoverkauf.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item63 { position[]={17114.960938,13.385237,14339.536133}; azimut=90.000000; id=81; side="EMPTY"; vehicle="HeliH"; leader=1; skill=0.600000; text="h_masbete"; }; class Item64 { position[]={4472.764648,36.051380,15332.615234}; azimut=-29.376686; id=83; side="EMPTY"; vehicle="HMMWV"; skill=0.600000; text="emptyvehicle"; }; class Item65 { position[]={17378.142578,20.662399,14163.507813}; id=84; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="garage"; init="this setFlagTexture ""sprengstoff.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item66 { position[]={8220.358398,4.644323,9523.426758}; azimut=-128.108353; id=86; side="EMPTY"; vehicle="MASH"; skill=0.600000; text="hospitaltent2"; }; class Item67 { position[]={14285.521484,55.025616,11906.399414}; azimut=270.926514; id=87; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="carsellflag_4"; init="this setFlagTexture ""autoverkauf.jpg"";"; }; class Item68 { position[]={8275.317383,6.975000,9612.145508}; id=88; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="carflag9"; init="this setFlagTexture ""terror_car_explosives.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item69 { position[]={18823.126953,38.037712,13686.716797}; id=93; side="EMPTY"; vehicle="FireLit"; skill=0.600000; text="RaceStartPoint"; }; class Item70 { position[]={18841.916016,38.486469,13703.089844}; azimut=2.087730; id=95; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; init="this setFlagTexture ""fahnenlogo.jpg"""; }; class Item71 { position[]={18806.644531,38.689632,13703.027344}; azimut=2.087730; id=96; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; init="this setFlagTexture ""fahnenlogo.jpg"""; }; class Item72 { position[]={18805.345703,37.924786,13669.688477}; azimut=2.087730; id=97; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; init="this setFlagTexture ""fahnenlogo.jpg"""; }; class Item73 { position[]={18842.160156,37.795139,13669.043945}; azimut=2.087730; id=98; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; init="this setFlagTexture ""fahnenlogo.jpg"""; }; class Item74 { position[]={14332.333984,39.959999,12417.401367}; id=108; side="EMPTY"; vehicle="BirdSinging"; skill=0.600000; }; class Item75 { position[]={14259.888672,39.959999,12566.054688}; id=109; side="EMPTY"; vehicle="BirdSinging"; skill=0.600000; }; class Item76 { position[]={14028.967773,39.959999,12635.654297}; id=110; side="EMPTY"; vehicle="BirdSinging"; skill=0.600000; }; class Item77 { position[]={14235.480469,40.078766,12362.980469}; id=111; side="EMPTY"; vehicle="BirdSinging"; skill=0.600000; }; class Item78 { position[]={14404.374023,39.929955,10804.633789}; id=112; side="EMPTY"; vehicle="BirdSinging"; skill=0.600000; }; class Item79 { position[]={14427.784180,43.965000,10701.697266}; id=113; side="EMPTY"; vehicle="BirdSinging"; skill=0.600000; }; class Item80 { position[]={13276.885742,25.965000,11333.632813}; id=114; side="EMPTY"; vehicle="BirdSinging"; skill=0.600000; }; class Item81 { position[]={13150.795898,25.965000,11295.224609}; id=115; side="EMPTY"; vehicle="BirdSinging"; skill=0.600000; }; class Item82 { position[]={15365.938477,22.911953,13765.117188}; id=116; side="EMPTY"; vehicle="BirdSinging"; skill=0.600000; }; class Item83 { position[]={17301.175781,13.455000,14173.075195}; id=117; side="EMPTY"; vehicle="BirdSinging"; skill=0.600000; }; class Item84 { position[]={18943.400391,24.852623,13916.748047}; id=118; side="EMPTY"; vehicle="BirdSinging"; skill=0.600000; }; class Item85 { position[]={14294.896484,41.756859,12333.588867}; id=119; side="EMPTY"; vehicle="Crow"; skill=0.600000; }; class Item86 { position[]={14325.142578,49.726326,12456.536133}; id=120; side="EMPTY"; vehicle="LittleDog"; skill=0.600000; }; class Item87 { position[]={14445.466797,41.805000,10868.226563}; id=121; side="EMPTY"; vehicle="Dog"; skill=0.600000; }; class Item88 { position[]={14365.878906,40.991154,12403.740234}; id=122; side="EMPTY"; vehicle="Frogs"; skill=0.600000; }; class Item89 { position[]={13099.961914,36.133522,11251.025391}; id=124; side="EMPTY"; vehicle="LittleDog"; skill=0.600000; }; class Item90 { position[]={15412.818359,35.159035,13136.875977}; azimut=30.000000; id=125; side="EMPTY"; vehicle="datsun01Wreck"; skill=0.600000; }; class Item91 { position[]={18815.671875,38.492844,13702.557617}; azimut=2.087730; id=126; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; init="this setFlagTexture ""fahnenlogo.jpg"""; }; class Item92 { position[]={18826.021484,38.483490,13702.745117}; azimut=2.087730; id=127; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; init="this setFlagTexture ""fahnenlogo.jpg"""; }; class Item93 { position[]={18834.015625,38.538349,13702.462891}; azimut=2.087730; id=128; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; init="this setFlagTexture ""fahnenlogo.jpg"""; }; class Item94 { position[]={18842.197266,38.281620,13692.965820}; azimut=2.087730; id=129; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; init="this setFlagTexture ""fahnenlogo.jpg"""; }; class Item95 { position[]={18842.480469,37.995819,13684.973633}; azimut=2.087730; id=130; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; init="this setFlagTexture ""fahnenlogo.jpg"""; }; class Item96 { position[]={18842.103516,37.795265,13677.639648}; azimut=2.087730; id=131; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; init="this setFlagTexture ""fahnenlogo.jpg"""; }; class Item97 { position[]={18832.136719,37.857868,13668.988281}; azimut=2.087730; id=132; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; init="this setFlagTexture ""fahnenlogo.jpg"""; }; class Item98 { position[]={18824.234375,37.851067,13669.177734}; azimut=2.087730; id=133; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; init="this setFlagTexture ""fahnenlogo.jpg"""; }; class Item99 { position[]={18814.453125,38.030201,13669.553711}; azimut=2.087730; id=134; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; init="this setFlagTexture ""fahnenlogo.jpg"""; }; class Item100 { position[]={18805.611328,38.597221,13693.436523}; azimut=2.087730; id=135; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; init="this setFlagTexture ""fahnenlogo.jpg"""; }; class Item101 { position[]={18805.515625,38.451450,13684.598633}; azimut=2.087730; id=136; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; init="this setFlagTexture ""fahnenlogo.jpg"""; }; class Item102 { position[]={18805.234375,38.374756,13676.981445}; azimut=2.087730; id=137; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; init="this setFlagTexture ""fahnenlogo.jpg"""; }; class Item103 { position[]={14633.986328,55.566177,11876.035156}; id=138; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="carsellflag_6"; init="this setFlagTexture ""autoverkauf.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item104 { position[]={8225.636719,7.098633,9571.081055}; azimut=49.645653; id=140; side="EMPTY"; vehicle="HeliH"; skill=0.600000; }; class Item105 { position[]={14234.620117,61.803761,11922.547852}; azimut=450.718079; id=141; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="copbaseflag"; init="this setFlagTexture ""police_marker_bounty_misc.jpg"";"; }; class Item106 { position[]={4489.698242,42.945118,15729.707031}; azimut=-29.376686; id=142; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="dummyobj"; }; class Item107 { position[]={17634.978516,54.547131,12588.872070}; id=144; side="EMPTY"; vehicle="BlackhawkWreck"; skill=0.600000; }; class Item108 { position[]={14265.043945,38.880001,12714.927734}; azimut=-56.925598; id=157; side="EMPTY"; vehicle="Vysilacka"; skill=0.600000; text="prisonradio"; }; class Item109 { position[]={14304.092773,40.062000,12414.779297}; id=158; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="bankflag_8"; init="this setFlagTexture ""atm.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item110 { position[]={14271.427734,40.062000,12642.731445}; azimut=10.000000; id=196; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item111 { position[]={14275.860352,40.056240,12641.955078}; azimut=10.000000; id=197; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item112 { position[]={14280.956055,40.041580,12640.958008}; azimut=10.000000; id=198; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item113 { position[]={14285.556641,40.046139,12640.181641}; azimut=10.000000; id=199; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item114 { position[]={14268.768555,39.959999,12640.458008}; azimut=280.000000; id=200; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item115 { position[]={14267.826172,39.959999,12635.802734}; azimut=280.000000; id=201; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item116 { position[]={14267.051758,39.959999,12631.313477}; azimut=280.000000; id=202; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item117 { position[]={14286.887695,39.959999,12636.745117}; azimut=280.000000; id=203; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item118 { position[]={14286.055664,39.959999,12632.144531}; azimut=280.000000; id=204; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item119 { position[]={14285.114258,39.959999,12627.931641}; azimut=280.000000; id=205; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item120 { position[]={14268.930664,39.959999,12628.208984}; azimut=10.000000; id=206; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item121 { position[]={14273.475586,39.959999,12627.432617}; azimut=10.000000; id=207; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item122 { position[]={14282.949219,39.959999,12625.659180}; azimut=10.000000; id=208; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item123 { position[]={14278.407227,39.959999,12626.378906}; azimut=10.000000; id=209; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item124 { position[]={18959.050781,30.420034,13790.960938}; azimut=2.087730; id=211; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="restaurante_1"; init="this setFlagTexture ""shop.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item125 { position[]={17315.808594,13.455000,14221.346680}; azimut=2.087730; id=212; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="restaurante_2"; init="this setFlagTexture ""shop.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item126 { position[]={13082.557617,25.965000,11283.392578}; azimut=2.087730; id=213; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="restaurante_3"; init="this setFlagTexture ""shop.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item127 { position[]={14448.832031,41.805000,10889.413086}; azimut=2.087730; id=214; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="restaurante_4"; init="this setFlagTexture ""shop.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item128 { position[]={14612.721680,43.965000,10584.727539}; id=215; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="garage_1"; init="this setFlagTexture ""sprengstoff.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item129 { position[]={18823.728516,37.071968,13644.614258}; id=216; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="garage_2"; init="this setFlagTexture ""sprengstoff.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item130 { position[]={14300.406250,38.951340,12720.933594}; azimut=80.000000; id=220; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item131 { position[]={14302.325195,39.089291,12712.506836}; azimut=80.000000; id=221; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item132 { position[]={14261.110352,38.880001,12748.051758}; azimut=170.000000; id=222; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item133 { position[]={11877.616211,153.000000,15372.965820}; id=223; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="WaffenFabrik_1"; init="this setFlagTexture ""workplace.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item134 { position[]={17359.234375,13.455000,14132.853516}; id=225; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="FahrzeugFabrik_1"; init="this setFlagTexture ""workplace.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item135 { position[]={17739.347656,64.980003,12374.876953}; id=226; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="ItemFabrik_1"; init="this setFlagTexture ""workplace.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item136 { position[]={13748.105469,29.552382,12846.922852}; id=227; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="ressourcenfabrik_1"; init="this setFlagTexture ""workplace.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item137 { position[]={8237.115234,6.974758,9559.752930}; azimut=49.645653; id=228; side="EMPTY"; vehicle="HeliH"; skill=0.600000; }; class Item138 { position[]={8259.335938,6.975000,9594.163086}; id=229; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="carflag7"; init="this setFlagTexture ""heli.jpg"";"; }; class Item139 { position[]={8166.395508,4.397233,9607.474609}; id=231; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="carflag8"; init="this setFlagTexture ""boat.jpg"";"; }; class Item140 { position[]={14299.610352,38.880001,12725.014648}; azimut=80.000000; id=233; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item141 { position[]={14301.305664,38.997555,12716.833984}; azimut=80.000000; id=234; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item142 { position[]={14302.998047,39.149826,12710.555664}; azimut=80.000000; id=235; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item143 { position[]={14286.847656,38.880001,12731.473633}; azimut=80.000000; id=236; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item144 { position[]={14256.148438,38.880001,12681.336914}; azimut=80.000000; id=237; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item145 { position[]={14292.772461,38.880001,12700.310547}; azimut=80.000000; id=238; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item146 { position[]={14294.843750,38.880001,12688.060547}; azimut=80.000000; id=239; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item147 { position[]={14301.833984,38.979076,12684.370117}; azimut=80.000000; id=240; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item148 { position[]={14277.406250,38.880001,12751.214844}; azimut=170.000000; id=241; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item149 { position[]={14269.358398,38.880001,12749.655273}; azimut=170.000000; id=242; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item150 { position[]={14300.813477,39.022896,12725.065430}; azimut=80.000000; id=243; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item151 { position[]={14300.007813,38.881500,12729.565430}; azimut=80.000000; id=244; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item152 { position[]={14289.098633,38.880001,12729.713867}; azimut=170.000000; id=245; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item153 { position[]={14277.137695,38.950157,12675.545898}; azimut=170.000000; id=246; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item154 { position[]={14269.267578,38.979206,12673.701172}; azimut=170.000000; id=247; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item155 { position[]={14273.137695,38.964478,12674.635742}; azimut=170.000000; id=248; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item156 { position[]={14264.430664,38.880001,12751.501953}; azimut=170.000000; id=249; side="EMPTY"; vehicle="Land_statek_brana"; skill=0.600000; text="t1_1_1"; init="t1_1_1 addEventHandler [""hit"", {t1_1_1 setDammage -4000}]; t1_1_1 addEventHandler [""dammaged"", {t1_1_1 setDammage -4000}];"; }; class Item157 { position[]={14256.799805,39.387863,12671.360352}; azimut=170.000000; id=250; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item158 { position[]={14252.170898,38.880001,12681.875977}; azimut=75.000000; id=251; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item159 { position[]={14253.271484,38.988171,12677.997070}; azimut=75.000000; id=252; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item160 { position[]={14307.859375,39.587410,12706.548828}; azimut=80.000000; id=253; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item161 { position[]={14300.853516,38.926079,12681.944336}; azimut=165.000000; id=254; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item162 { position[]={14239.150391,38.837944,12747.019531}; azimut=80.000000; id=255; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item163 { position[]={14306.200195,39.437996,12704.053711}; azimut=170.000000; id=256; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item164 { position[]={14284.366211,38.709148,12757.408203}; azimut=170.000000; id=257; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item165 { position[]={14260.959961,39.269676,12672.102539}; azimut=170.000000; id=258; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item166 { position[]={14280.718750,38.845482,12752.083008}; azimut=170.000000; id=259; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item167 { position[]={14255.233398,38.880001,12685.470703}; azimut=80.000000; id=260; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item168 { position[]={14293.011719,38.880001,12685.404297}; azimut=165.000000; id=261; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item169 { position[]={14298.742188,38.880001,12729.588867}; azimut=80.000000; id=262; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item170 { position[]={14254.255859,39.274960,12673.584961}; azimut=80.000000; id=263; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item171 { position[]={14303.833984,39.552906,12729.291992}; azimut=80.000000; id=264; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item172 { position[]={14305.358398,39.820484,12720.564453}; azimut=80.000000; id=265; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item173 { position[]={14307.695313,39.572578,12707.884766}; azimut=80.000000; id=266; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item174 { position[]={14306.083984,39.645588,12716.465820}; azimut=80.000000; id=267; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item175 { position[]={14302.382813,39.298183,12737.437500}; azimut=80.000000; id=268; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item176 { position[]={14304.565430,39.681232,12725.049805}; azimut=80.000000; id=269; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item177 { position[]={14303.116211,39.426937,12733.342773}; azimut=80.000000; id=270; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item178 { position[]={14300.114258,38.886196,12692.594727}; azimut=80.000000; id=271; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item179 { position[]={14299.341797,38.880001,12696.581055}; azimut=80.000000; id=272; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item180 { position[]={14291.815430,38.880001,12703.960938}; azimut=80.000000; id=273; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item181 { position[]={14300.855469,38.926208,12688.568359}; azimut=80.000000; id=274; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item182 { position[]={14304.344727,39.271004,12703.655273}; azimut=170.000000; id=275; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item183 { position[]={14288.980469,38.762028,12743.476563}; azimut=80.000000; id=276; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item184 { position[]={14273.442383,38.880001,12750.392578}; azimut=170.000000; id=277; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item185 { position[]={14283.947266,38.862888,12746.408203}; azimut=80.000000; id=278; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item186 { position[]={14284.777344,38.880001,12742.194336}; azimut=80.000000; id=279; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item187 { position[]={14265.365234,38.880001,12748.875977}; azimut=170.000000; id=280; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item188 { position[]={14283.160156,38.728268,12750.591797}; azimut=80.000000; id=281; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item189 { position[]={14288.269531,38.596054,12747.643555}; azimut=80.000000; id=282; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item190 { position[]={14277.140625,38.880001,12681.279297}; azimut=170.000000; id=283; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item191 { position[]={14265.217773,38.900398,12678.705078}; azimut=170.000000; id=284; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item192 { position[]={14269.234375,38.887096,12679.548828}; azimut=170.000000; id=285; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item193 { position[]={14281.057617,38.880001,12681.976563}; azimut=170.000000; id=286; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item194 { position[]={14273.097656,38.880001,12680.436523}; azimut=170.000000; id=287; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item195 { position[]={14245.391602,38.880001,12744.640625}; azimut=165.000000; id=288; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item196 { position[]={14253.054688,38.880001,12746.313477}; azimut=170.000000; id=289; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item197 { position[]={14248.896484,38.880001,12713.846680}; azimut=80.000000; id=290; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item198 { position[]={14249.279297,38.880001,12745.636719}; azimut=168.000000; id=291; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item199 { position[]={14243.875000,38.880001,12742.248047}; azimut=80.000000; id=292; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item200 { position[]={14244.586914,38.880001,12738.228516}; azimut=80.000000; id=293; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item201 { position[]={14257.958984,38.971497,12678.305664}; azimut=40.000000; id=294; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item202 { position[]={14256.997070,38.880001,12747.167969}; azimut=170.000000; id=295; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item203 { position[]={14254.332031,38.880001,12689.617188}; azimut=75.000000; id=296; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item204 { position[]={14251.206055,38.880001,12701.593750}; azimut=75.000000; id=297; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item205 { position[]={14250.300781,38.880001,12705.652344}; azimut=80.000000; id=298; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item206 { position[]={14288.936523,38.880001,12684.199219}; azimut=165.000000; id=299; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item207 { position[]={14252.248047,38.880001,12697.650391}; azimut=75.000000; id=300; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item208 { position[]={14246.703125,38.880001,12726.012695}; azimut=80.000000; id=301; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item209 { position[]={14245.300781,38.880001,12734.151367}; azimut=80.000000; id=302; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item210 { position[]={14247.344727,38.880001,12721.935547}; azimut=80.000000; id=303; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item211 { position[]={14245.981445,38.880001,12730.061523}; azimut=80.000000; id=304; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item212 { position[]={14248.103516,38.880001,12717.859375}; azimut=80.000000; id=305; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item213 { position[]={14249.604492,38.880001,12709.666016}; azimut=80.000000; id=306; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item214 { position[]={14253.295898,38.880001,12693.706055}; azimut=75.000000; id=307; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item215 { position[]={14299.950195,38.880001,12739.077148}; azimut=170.000000; id=308; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item216 { position[]={14261.091797,38.949085,12677.946289}; azimut=170.000000; id=309; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item217 { position[]={14285.122070,38.880001,12683.114258}; azimut=165.000000; id=310; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item218 { position[]={14276.400391,38.880001,12755.967773}; azimut=170.000000; id=311; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item219 { position[]={14268.313477,38.880001,12754.490234}; azimut=170.000000; id=312; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item220 { position[]={14280.445313,38.858608,12756.707031}; azimut=170.000000; id=313; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item221 { position[]={14272.395508,38.880001,12755.233398}; azimut=170.000000; id=314; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item222 { position[]={14240.721680,38.880001,12738.714844}; azimut=80.000000; id=315; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item223 { position[]={14242.164063,38.880001,12730.748047}; azimut=80.000000; id=316; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item224 { position[]={14244.476563,38.880001,12750.201172}; azimut=171.315353; id=317; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item225 { position[]={14241.482422,38.880001,12734.694336}; azimut=80.000000; id=318; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item226 { position[]={14240.578125,38.880001,12749.291016}; azimut=165.000000; id=319; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item227 { position[]={14248.440430,38.880001,12750.769531}; azimut=170.000000; id=320; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item228 { position[]={14256.197266,38.880001,12752.199219}; azimut=170.000000; id=321; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item229 { position[]={14264.316406,38.880001,12753.732422}; azimut=170.000000; id=322; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item230 { position[]={14252.355469,38.880001,12751.479492}; azimut=170.000000; id=323; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item231 { position[]={14260.250000,38.880001,12752.968750}; azimut=170.000000; id=324; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item232 { position[]={14242.866211,38.880001,12726.701172}; azimut=80.000000; id=325; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item233 { position[]={14249.992188,38.880066,12690.079102}; azimut=75.000000; id=326; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item234 { position[]={14247.921875,38.898701,12698.353516}; azimut=80.000000; id=327; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item235 { position[]={14251.138672,38.880001,12685.941406}; azimut=75.000000; id=328; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item236 { position[]={14248.836914,38.890472,12694.338867}; azimut=75.000000; id=329; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item237 { position[]={14247.188477,38.883835,12702.384766}; azimut=80.000000; id=330; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item238 { position[]={14245.731445,38.880001,12710.395508}; azimut=80.000000; id=331; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item239 { position[]={14244.246094,38.880001,12718.584961}; azimut=80.000000; id=332; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item240 { position[]={14246.464844,38.880001,12706.349609}; azimut=80.000000; id=333; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item241 { position[]={14244.993164,38.880001,12714.474609}; azimut=80.000000; id=334; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item242 { position[]={14243.562500,38.880001,12722.648438}; azimut=80.000000; id=335; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item243 { position[]={14302.262695,39.083687,12708.037109}; azimut=170.000000; id=336; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item244 { position[]={14297.791992,38.880001,12707.146484}; azimut=170.000000; id=337; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item245 { position[]={14302.847656,39.136311,12715.704102}; azimut=80.000000; id=338; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item246 { position[]={14303.831055,39.224861,12711.074219}; azimut=80.000000; id=339; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item247 { position[]={14293.465820,38.880001,12706.247070}; azimut=170.000000; id=340; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item248 { position[]={14300.297852,38.906807,12702.887695}; azimut=170.000000; id=341; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item249 { position[]={14296.963867,38.880001,12680.871094}; azimut=165.000000; id=342; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item250 { position[]={14295.934570,38.880001,12738.338867}; azimut=170.000000; id=343; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item251 { position[]={14306.901367,39.501167,12712.085938}; azimut=80.000000; id=344; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item252 { position[]={14289.019531,38.916553,12678.620117}; azimut=165.000000; id=345; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item253 { position[]={14292.918945,38.893711,12679.746094}; azimut=165.000000; id=346; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item254 { position[]={14286.846680,38.608730,12755.782227}; azimut=80.000000; id=347; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item255 { position[]={14287.528320,38.518578,12751.713867}; azimut=80.000000; id=348; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item256 { position[]={14289.691406,38.880001,12739.376953}; azimut=80.000000; id=349; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item257 { position[]={14292.006836,38.880001,12737.628906}; azimut=170.000000; id=350; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item258 { position[]={14293.388672,38.880001,12696.184570}; azimut=80.000000; id=351; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item259 { position[]={14301.833008,39.201778,12720.371094}; azimut=80.000000; id=352; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item260 { position[]={14297.473633,38.880001,12731.208008}; azimut=170.000000; id=353; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item261 { position[]={14294.036133,38.880001,12692.107422}; azimut=80.000000; id=354; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item262 { position[]={14293.421875,38.880001,12730.479492}; azimut=170.000000; id=355; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item263 { position[]={14286.255859,38.880001,12734.113281}; azimut=80.000000; id=356; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item264 { position[]={14285.541016,38.880001,12738.138672}; azimut=80.000000; id=357; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item265 { position[]={14285.178711,38.943794,12677.592773}; azimut=165.000000; id=358; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item266 { position[]={14281.174805,38.948181,12676.473633}; azimut=165.000000; id=359; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item267 { position[]={14298.634766,38.880001,12700.575195}; azimut=80.000000; id=360; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item268 { position[]={14265.128906,39.064278,12672.954102}; azimut=170.000000; id=361; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item269 { position[]={14258.895508,38.880001,12694.108398}; azimut=80.000000; id=362; side="EMPTY"; vehicle="CampEmpty"; skill=0.600000; text="jail_zelt6_1"; }; class Item270 { position[]={14257.819336,38.880001,12701.154297}; azimut=75.000000; id=363; side="EMPTY"; vehicle="CampEmpty"; skill=0.600000; text="jail_zelt6_2"; }; class Item271 { position[]={14261.802734,38.880001,12686.002930}; azimut=40.000000; id=364; side="EMPTY"; vehicle="CampEmpty"; skill=0.600000; text="jail_zelt6_3"; }; class Item272 { position[]={14287.732422,38.880001,12696.354492}; azimut=320.000000; id=365; side="EMPTY"; vehicle="CampEmpty"; skill=0.600000; text="jail_zelt2_1"; }; class Item273 { position[]={14253.983398,38.880001,12717.694336}; azimut=80.000000; id=366; side="EMPTY"; vehicle="CampEmpty"; skill=0.600000; text="jail_zelt3_1"; }; class Item274 { position[]={14253.121094,38.880001,12724.675781}; azimut=80.000000; id=367; side="EMPTY"; vehicle="CampEmpty"; skill=0.600000; text="jail_zelt3_2"; }; class Item275 { position[]={14280.752930,38.880001,12734.505859}; azimut=225.000000; id=368; side="EMPTY"; vehicle="CampEmpty"; skill=0.600000; text="jail_zelt4_1"; }; class Item276 { position[]={14279.160156,38.880001,12742.139648}; azimut=235.000000; id=369; side="EMPTY"; vehicle="CampEmpty"; skill=0.600000; text="jail_zelt4_2"; }; class Item277 { position[]={14267.300781,38.880001,12738.118164}; azimut=23.836790; id=370; side="EMPTY"; vehicle="FireLit"; skill=0.600000; text="jail_feuer2_1"; }; class Item278 { position[]={8193.164063,5.313281,9552.665039}; azimut=322.248779; id=371; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="terrorfabrik_1"; init="this setFlagTexture ""workplace.jpg"";"; }; class Item279 { position[]={14347.243164,42.566639,10729.618164}; id=373; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="gunlogic7"; init="this setFlagTexture ""mp5.jpg"";"; }; class Item280 { position[]={14288.258789,48.083576,13006.001953}; id=375; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="airflag1"; init="this setFlagTexture ""heli.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item281 { position[]={14228.434570,62.632408,11922.666016}; azimut=450.718079; id=377; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="copbaseflag_patrol"; init="this setFlagTexture ""patrol_officer_shop.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item282 { position[]={14222.396484,63.172325,11908.273438}; azimut=-181.610733; id=379; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="licenseflag_cop"; init="this setFlagTexture ""cop_trainings.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item283 { position[]={14221.891602,63.104687,11922.800781}; azimut=450.718079; id=380; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="copbaseflag_response"; init="this setFlagTexture ""criminal_response.jpg"";"; }; class Item284 { position[]={14213.581055,61.991364,11922.903320}; azimut=450.718079; id=382; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="copbaseflag_heavy"; init="this setFlagTexture ""swat_weapons.jpg"";"; }; class Item285 { position[]={14234.450195,55.060299,11890.415039}; azimut=449.478729; id=384; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="copbuy"; init="this setFlagTexture ""policevehicleflag.jpg"";"; }; class Item286 { position[]={14308.018555,53.236416,11870.690430}; azimut=119.219711; id=385; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="copbuy_air"; init="this setFlagTexture ""blackhawk_blue.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item287 { position[]={13782.993164,30.366068,12586.731445}; azimut=298.688995; id=386; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="shoting_range"; init="this setFlagTexture ""bagango_shooting.jpg"";"; }; class Item288 { position[]={13764.748047,29.693434,12591.920898}; azimut=1017.469971; id=388; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item289 { position[]={13742.883789,29.299023,12597.705078}; azimut=1017.465942; id=389; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item290 { position[]={13731.974609,29.467279,12599.511719}; azimut=1017.465942; id=390; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item291 { position[]={13752.543945,29.542877,12595.669922}; azimut=1017.465942; id=391; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item292 { position[]={13776.818359,30.443769,12584.441406}; azimut=2187.895264; id=392; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item293 { position[]={13775.431641,30.486292,12581.847656}; azimut=2187.895264; id=393; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item294 { position[]={13774.039063,30.463331,12579.267578}; azimut=2187.895264; id=394; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item295 { position[]={13777.548828,30.632488,12582.354492}; azimut=2097.754639; id=395; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item296 { position[]={13776.148438,30.618921,12579.735352}; azimut=2097.754639; id=396; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item297 { position[]={13779.620117,30.504431,12585.007813}; azimut=206.318893; id=397; side="EMPTY"; vehicle="Wall1"; skill=0.600000; }; class Item298 { position[]={13781.435547,30.582289,12584.106445}; azimut=206.318893; id=398; side="EMPTY"; vehicle="Wall1"; skill=0.600000; }; class Item299 { position[]={13775.565430,30.626259,12577.134766}; azimut=206.318893; id=399; side="EMPTY"; vehicle="Wall1"; skill=0.600000; }; class Item300 { position[]={13777.367188,30.785671,12576.234375}; azimut=206.318893; id=400; side="EMPTY"; vehicle="Wall1"; skill=0.600000; }; class Item301 { position[]={13772.681641,30.402554,12576.657227}; azimut=2187.895264; id=401; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item302 { position[]={13771.303711,30.301027,12574.065430}; azimut=2187.895264; id=402; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item303 { position[]={13769.918945,30.199381,12571.482422}; azimut=2187.895264; id=403; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item304 { position[]={13773.426758,30.487661,12574.572266}; azimut=2097.754639; id=404; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item305 { position[]={13772.013672,30.383312,12571.951172}; azimut=2097.754639; id=405; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item306 { position[]={13771.441406,30.347179,12569.349609}; azimut=206.318893; id=406; side="EMPTY"; vehicle="Wall1"; skill=0.600000; }; class Item307 { position[]={13773.247070,30.507502,12568.451172}; azimut=206.318893; id=407; side="EMPTY"; vehicle="Wall1"; skill=0.600000; }; class Item308 { position[]={13768.507813,30.202995,12568.877930}; azimut=2187.895264; id=408; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item309 { position[]={13767.132813,30.296900,12566.288086}; azimut=2187.895264; id=409; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item310 { position[]={13765.742188,30.398897,12563.709961}; azimut=2187.895264; id=410; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item311 { position[]={13769.250000,30.395664,12566.791992}; azimut=2097.754639; id=411; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item312 { position[]={13767.844727,30.490274,12564.165039}; azimut=2097.754639; id=412; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item313 { position[]={13767.259766,30.655354,12561.572266}; azimut=206.318893; id=413; side="EMPTY"; vehicle="Wall1"; skill=0.600000; }; class Item314 { position[]={13769.074219,30.816750,12560.669922}; azimut=206.318893; id=414; side="EMPTY"; vehicle="Wall1"; skill=0.600000; }; class Item315 { position[]={13755.430664,29.294483,12581.222656}; azimut=297.158997; id=415; side="EMPTY"; vehicle="TargetE"; skill=0.600000; text="target_3"; }; class Item316 { position[]={13754.554688,29.282467,12579.774414}; azimut=297.158997; id=416; side="EMPTY"; vehicle="TargetE"; skill=0.600000; text="target_4"; }; class Item317 { position[]={13723.340820,29.977198,12587.681641}; azimut=298.244995; id=417; side="EMPTY"; vehicle="TargetE"; skill=0.600000; text="target_7"; }; class Item318 { position[]={13722.500000,30.005114,12586.072266}; azimut=297.593994; id=418; side="EMPTY"; vehicle="TargetE"; skill=0.700000; text="target_8"; }; class Item319 { position[]={13721.493164,30.021753,12584.408203}; azimut=297.000000; id=419; side="EMPTY"; vehicle="TargetE"; skill=0.600000; text="target_9"; }; class Item320 { position[]={13724.142578,29.932108,12589.312500}; azimut=298.244995; id=420; side="EMPTY"; vehicle="TargetE"; skill=0.600000; text="target_6"; }; class Item321 { position[]={13725.144531,29.890522,12591.016602}; azimut=298.244995; id=421; side="EMPTY"; vehicle="TargetE"; skill=0.600000; text="target_5"; }; class Item322 { position[]={13764.383789,30.564791,12561.121094}; azimut=2187.895264; id=422; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item323 { position[]={13763.006836,30.662783,12558.528320}; azimut=2187.895264; id=423; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item324 { position[]={13761.622070,30.913435,12555.951172}; azimut=2187.895264; id=424; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item325 { position[]={13765.125000,30.737362,12559.037109}; azimut=2097.754639; id=425; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item326 { position[]={13763.715820,30.783459,12556.417969}; azimut=2097.754639; id=426; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item327 { position[]={13763.140625,31.124161,12553.813477}; azimut=206.318893; id=427; side="EMPTY"; vehicle="Wall1"; skill=0.600000; }; class Item328 { position[]={13764.951172,31.167032,12552.912109}; azimut=206.318893; id=428; side="EMPTY"; vehicle="Wall1"; skill=0.600000; }; class Item329 { position[]={13760.210938,31.298313,12553.345703}; azimut=2187.895264; id=429; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item330 { position[]={13758.838867,31.607725,12550.750000}; azimut=2187.895264; id=430; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item331 { position[]={13757.452148,31.673492,12548.175781}; azimut=2187.895264; id=431; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item332 { position[]={13760.955078,31.533249,12551.256836}; azimut=2097.754639; id=432; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item333 { position[]={13759.546875,31.793949,12548.638672}; azimut=2097.754639; id=433; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item334 { position[]={13758.965820,31.937666,12546.034180}; azimut=206.318893; id=434; side="EMPTY"; vehicle="Wall1"; skill=0.600000; }; class Item335 { position[]={13760.777344,32.044140,12545.136719}; azimut=206.318893; id=435; side="EMPTY"; vehicle="Wall1"; skill=0.600000; }; class Item336 { position[]={13693.375977,29.746994,12591.374023}; azimut=297.953003; id=436; side="EMPTY"; vehicle="TargetE"; skill=0.600000; text="target_12"; }; class Item337 { position[]={13692.534180,29.840717,12589.762695}; azimut=297.303009; id=437; side="EMPTY"; vehicle="TargetE"; skill=0.600000; text="target_13"; }; class Item338 { position[]={13691.544922,29.954380,12588.092773}; azimut=296.708008; id=438; side="EMPTY"; vehicle="TargetE"; skill=0.600000; text="target_14"; }; class Item339 { position[]={13694.172852,29.659491,12593.009766}; azimut=297.953003; id=439; side="EMPTY"; vehicle="TargetE"; skill=0.600000; text="target_11"; }; class Item340 { position[]={13695.161133,29.553883,12594.722656}; azimut=297.953003; id=440; side="EMPTY"; vehicle="TargetE"; skill=0.600000; text="target_10"; }; class Item341 { position[]={13549.997070,43.065052,12658.183594}; azimut=1017.465942; id=441; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item342 { position[]={13554.570313,43.188900,12665.327148}; azimut=1017.465942; id=442; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item343 { position[]={13552.245117,43.182449,12661.614258}; azimut=1017.465942; id=443; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item344 { position[]={13556.649414,43.619835,12668.520508}; azimut=1017.465942; id=444; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item345 { position[]={13559.125977,44.345730,12671.875977}; azimut=1017.465942; id=445; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item346 { position[]={13608.810547,29.997004,12596.700195}; azimut=297.953003; id=446; side="EMPTY"; vehicle="TargetE"; skill=0.600000; text="target_17"; }; class Item347 { position[]={13607.973633,29.963545,12595.092773}; azimut=297.303009; id=447; side="EMPTY"; vehicle="TargetE"; skill=0.600000; text="target_18"; }; class Item348 { position[]={13606.978516,29.932623,12593.413086}; azimut=296.708008; id=448; side="EMPTY"; vehicle="TargetE"; skill=0.600000; text="target_19"; }; class Item349 { position[]={13609.600586,30.033047,12598.333984}; azimut=297.953003; id=449; side="EMPTY"; vehicle="TargetE"; skill=0.600000; text="target_16"; }; class Item350 { position[]={13610.590820,30.040497,12600.051758}; azimut=297.953003; id=450; side="EMPTY"; vehicle="TargetE"; skill=0.600000; text="target_15"; }; class Item351 { position[]={13756.164063,29.315184,12582.651367}; azimut=298.244995; id=451; side="EMPTY"; vehicle="TargetE"; skill=0.600000; text="target_2"; }; class Item352 { position[]={13756.869141,29.350603,12583.912109}; azimut=298.244995; id=452; side="EMPTY"; vehicle="TargetE"; skill=0.600000; text="target_1"; }; class Item353 { position[]={13650.817383,29.682941,12586.183594}; azimut=1013.032837; id=453; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item354 { position[]={13654.812500,29.277378,12593.657227}; azimut=1013.032837; id=454; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item355 { position[]={13652.791992,29.380604,12589.770508}; azimut=1013.032837; id=455; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item356 { position[]={13656.649414,29.277739,12596.997070}; azimut=1013.032837; id=456; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item357 { position[]={13658.859375,29.327240,12600.533203}; azimut=1013.032837; id=457; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item358 { position[]={13756.068359,31.766277,12545.459961}; azimut=2187.895264; id=458; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item359 { position[]={13754.696289,32.169697,12542.864258}; azimut=2187.895264; id=459; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item360 { position[]={13753.309570,32.769268,12540.290039}; azimut=2187.895264; id=460; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item361 { position[]={13756.812500,31.970236,12543.371094}; azimut=2097.754639; id=461; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item362 { position[]={13755.404297,32.555885,12540.752930}; azimut=2097.754639; id=462; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item363 { position[]={13754.823242,32.950325,12538.148438}; azimut=206.318893; id=463; side="EMPTY"; vehicle="Wall1"; skill=0.600000; }; class Item364 { position[]={13756.634766,32.947891,12537.250977}; azimut=206.318893; id=464; side="EMPTY"; vehicle="Wall1"; skill=0.600000; }; class Item365 { position[]={13751.809570,33.252621,12537.455078}; azimut=2187.895264; id=465; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item366 { position[]={13750.437500,33.902596,12534.859375}; azimut=2187.895264; id=466; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item367 { position[]={13749.050781,34.401073,12532.285156}; azimut=2187.895264; id=467; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item368 { position[]={13752.553711,33.540237,12535.366211}; azimut=2097.754639; id=468; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item369 { position[]={13751.145508,34.198971,12532.748047}; azimut=2097.754639; id=469; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.600000; }; class Item370 { position[]={13750.564453,34.749695,12530.143555}; azimut=206.318893; id=470; side="EMPTY"; vehicle="Wall1"; skill=0.600000; }; class Item371 { position[]={13752.375977,34.636429,12529.246094}; azimut=206.318893; id=471; side="EMPTY"; vehicle="Wall1"; skill=0.600000; }; class Item372 { position[]={13508.181641,73.151375,12701.557617}; azimut=1034.804199; id=472; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item373 { position[]={13514.672852,73.928970,12707.014648}; azimut=1034.804199; id=473; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item374 { position[]={13511.347656,73.617523,12704.164063}; azimut=1034.804199; id=474; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item375 { position[]={13517.610352,73.711472,12709.440430}; azimut=1034.804199; id=475; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item376 { position[]={13520.977539,73.319359,12711.904297}; azimut=1034.804199; id=476; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item377 { position[]={13492.175781,37.981525,12620.202148}; azimut=1004.932007; id=477; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item378 { position[]={13495.089844,37.988895,12628.167969}; azimut=1004.932007; id=478; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item379 { position[]={13493.625977,37.929237,12624.039063}; azimut=1004.932007; id=479; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item380 { position[]={13496.426758,38.096504,12631.737305}; azimut=1004.932007; id=480; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item381 { position[]={13498.116211,38.183834,12635.550781}; azimut=1004.932007; id=481; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item382 { position[]={13683.616211,29.698740,12622.002930}; azimut=1017.465942; id=482; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item383 { position[]={13677.883789,29.189497,12629.497070}; azimut=1017.465942; id=483; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item384 { position[]={13672.592773,28.749382,12635.083008}; azimut=1017.465942; id=484; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item385 { position[]={13667.299805,28.481750,12641.404297}; azimut=1017.465942; id=485; side="EMPTY"; vehicle="TargetEpopup"; skill=0.600000; }; class Item386 { position[]={14436.423828,55.448387,12325.310547}; id=489; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="realestate_flag"; init="this setFlagTexture ""university.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item387 { position[]={17205.271484,20.243351,13996.616211}; azimut=221.436996; id=490; side="EMPTY"; vehicle="Land_fuelstation"; skill=0.600000; text="tankstelle3"; init="this setfuelcargo 0"; }; class Item388 { position[]={14467.712891,54.687538,12165.694336}; azimut=50.000000; id=491; side="EMPTY"; vehicle="Land_benzina_schnell"; skill=0.600000; text="tankstelle_fahne1"; init="this setFuelCargo 0"; }; class Item389 { position[]={14475.057617,54.774384,12161.624023}; azimut=140.000000; id=492; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; text="c7"; init="this setpos [(getpos this select 0),(getpos this select 1),0.05];"; }; class Item390 { position[]={14454.562500,54.775719,12170.519531}; azimut=140.000000; id=493; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; text="c8"; init="this setpos [(getpos this select 0),(getpos this select 1),0.05];"; }; class Item391 { position[]={14462.202148,54.991299,12176.959961}; azimut=140.000000; id=494; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; text="c9"; init="this setpos [(getpos this select 0),(getpos this select 1),0.05];"; }; class Item392 { position[]={14234.527344,55.035591,11886.753906}; azimut=0.029149; id=495; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; text="c10"; }; class Item393 { position[]={14254.520508,55.035507,11886.742188}; azimut=0.013869; id=496; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; text="c13"; }; class Item394 { position[]={14224.564453,55.103073,11896.751953}; azimut=-0.000147; id=497; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; text="c11"; }; class Item395 { position[]={14234.521484,55.103001,11896.740234}; azimut=-0.001603; id=498; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; text="c12"; }; class Item396 { position[]={14473.792969,54.291084,12147.631836}; azimut=140.000000; id=499; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; text="c1"; init="this setpos [(getpos this select 0),(getpos this select 1),0.05];"; }; class Item397 { position[]={14467.368164,54.423107,12155.275391}; azimut=140.000000; id=500; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; text="c2"; init="this setpos [(getpos this select 0),(getpos this select 1),0.05];"; }; class Item398 { position[]={14481.201172,54.556263,12150.491211}; azimut=140.000000; id=501; side="EMPTY"; vehicle="Land_podesta_5"; skill=0.600000; text="c3"; init="this setpos [(getpos this select 0),(getpos this select 1),0.05];"; }; class Item399 { position[]={14477.992188,54.595512,12154.297852}; azimut=140.000000; id=502; side="EMPTY"; vehicle="Land_podesta_5"; skill=0.600000; text="c4"; init="this setpos [(getpos this select 0),(getpos this select 1),0.05];"; }; class Item400 { position[]={14468.594727,60.787849,12169.277344}; azimut=140.000000; id=503; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; text="c6"; init="this setpos [(getpos this select 0),(getpos this select 1),0.05];"; }; class Item401 { position[]={14460.979492,54.576435,12162.891602}; azimut=140.000000; id=504; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; text="c5"; init="this setpos [(getpos this select 0),(getpos this select 1),0.05];"; }; class Item402 { position[]={12200.745117,213.976639,13356.827148}; id=505; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="ressourceshop1_flag"; init="this setFlagTexture ""university.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item403 { position[]={14655.591797,43.965000,10745.565430}; id=507; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="workplace_getjobflag_2_1"; init="this setFlagTexture ""missions.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item404 { position[]={14239.944336,38.877281,12742.670898}; azimut=80.000000; id=508; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item405 { position[]={14339.820313,39.959999,12429.473633}; azimut=179.984482; id=509; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item406 { position[]={14297.665039,45.251163,12937.537109}; azimut=359.968872; id=510; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item407 { position[]={14096.426758,44.216446,12886.866211}; azimut=431.329010; id=511; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item408 { position[]={14087.783203,44.610233,12883.948242}; azimut=431.329010; id=512; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item409 { position[]={14333.995117,55.182064,11975.869141}; azimut=745.143921; id=513; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item410 { position[]={14329.677734,55.085663,11966.824219}; azimut=386.079010; id=514; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item411 { position[]={14297.714844,45.029690,12928.092773}; azimut=359.979431; id=515; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item412 { position[]={14349.793945,39.959999,12429.457031}; azimut=539.993286; id=516; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item413 { position[]={14319.834961,39.959999,12429.468750}; azimut=539.963623; id=517; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item414 { position[]={14329.828125,39.959999,12429.482422}; azimut=540.030396; id=518; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item415 { position[]={14100.504883,44.066818,12889.689453}; azimut=160.921005; id=519; side="EMPTY"; vehicle="Obstacle_saddle"; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),0]"; }; class Item416 { position[]={14095.167969,44.305492,12887.541016}; azimut=160.921005; id=520; side="EMPTY"; vehicle="Obstacle_saddle"; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),0]"; }; class Item417 { position[]={14086.370117,44.713879,12884.776367}; azimut=160.921005; id=521; side="EMPTY"; vehicle="Obstacle_saddle"; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),0]"; }; class Item418 { position[]={14090.959961,44.489841,12885.866211}; azimut=160.921005; id=522; side="EMPTY"; vehicle="Obstacle_saddle"; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),0]"; }; class Item419 { position[]={14352.469727,39.996792,12426.887695}; id=523; side="EMPTY"; vehicle="Obstacle_saddle"; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),-0.08]"; }; class Item420 { position[]={14348.318359,39.996792,12426.924805}; id=524; side="EMPTY"; vehicle="Obstacle_saddle"; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),-0.08]"; }; class Item421 { position[]={14343.073242,39.996792,12427.022461}; id=525; side="EMPTY"; vehicle="Obstacle_saddle"; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),-0.08]"; }; class Item422 { position[]={14337.517578,39.996792,12427.087891}; id=526; side="EMPTY"; vehicle="Obstacle_saddle"; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),-0.08]"; }; class Item423 { position[]={14332.375000,39.996792,12427.126953}; id=527; side="EMPTY"; vehicle="Obstacle_saddle"; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),-0.08]"; }; class Item424 { position[]={14087.584961,44.555878,12881.271484}; azimut=160.921005; id=528; side="EMPTY"; vehicle="Obstacle_saddle"; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),0]"; }; class Item425 { position[]={13496.810547,27.699965,11522.396484}; azimut=110.142998; id=529; side="EMPTY"; vehicle="Land_benzina_schnell"; skill=0.600000; text="tankstelle2"; init="this setFuelCargo 0"; }; class Item426 { position[]={14214.558594,55.108513,11892.478516}; azimut=360.011414; id=530; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item427 { position[]={14249.005859,62.172665,11906.697266}; azimut=360.061707; id=531; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item428 { position[]={14254.515625,55.102768,11896.706055}; azimut=360.005981; id=532; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item429 { position[]={14209.780273,54.990002,11852.376953}; azimut=360.012329; id=533; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item430 { position[]={14232.365234,55.125000,11902.586914}; azimut=359.996796; id=534; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item431 { position[]={14214.557617,55.125000,11902.363281}; azimut=719.931580; id=535; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item432 { position[]={14219.848633,54.990002,11862.192383}; azimut=360.059052; id=536; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item433 { position[]={13593.347656,20.146790,10428.783203}; azimut=170.860153; id=537; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item434 { position[]={13494.596680,27.697298,11507.125000}; azimut=200.142776; id=538; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item435 { position[]={13497.833008,28.026510,11515.890625}; azimut=200.142776; id=539; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item436 { position[]={13491.684570,33.532017,11528.067383}; azimut=200.142776; id=540; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item437 { position[]={13501.037109,33.826679,11524.627930}; azimut=200.142776; id=541; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item438 { position[]={13494.711914,27.555044,11536.452148}; azimut=200.142776; id=542; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item439 { position[]={13504.094727,27.775225,11533.017578}; azimut=200.142776; id=543; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item440 { position[]={13485.251953,27.337210,11510.578125}; azimut=200.142776; id=544; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item441 { position[]={13488.469727,27.514584,11519.317383}; azimut=200.142776; id=545; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item442 { position[]={14209.816406,55.026794,11842.365234}; azimut=-0.025822; id=546; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item443 { position[]={14219.818359,55.026794,11842.351563}; azimut=360.013794; id=547; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item444 { position[]={14219.850586,54.990002,11852.375977}; azimut=359.956329; id=548; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item445 { position[]={14288.410156,59.489334,11884.833984}; azimut=48.271172; id=549; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item446 { position[]={14295.863281,59.582069,11891.481445}; azimut=408.296722; id=550; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item447 { position[]={14214.512695,55.041012,11882.477539}; azimut=359.986786; id=551; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item448 { position[]={14204.567383,55.108440,11892.469727}; azimut=359.991119; id=552; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item449 { position[]={13883.148438,27.725306,9630.559570}; azimut=101.421997; id=553; side="EMPTY"; vehicle="Land_benzina_schnell"; skill=0.600000; text="tankstelle4"; 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id=739; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item634 { position[]={14245.923828,46.503376,12984.382813}; azimut=179.276398; id=740; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item635 { position[]={14284.574219,47.392445,12985.727539}; azimut=179.276398; id=741; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item636 { position[]={14284.449219,48.144833,13019.061523}; azimut=179.276398; id=742; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item637 { position[]={14245.941406,46.942204,13066.203125}; azimut=179.276398; id=743; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item638 { position[]={14284.417969,47.997890,13065.699219}; azimut=179.276398; id=744; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item639 { position[]={14245.832031,46.938583,13105.033203}; azimut=179.276398; id=745; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item640 { position[]={14284.342773,48.104889,13121.185547}; azimut=179.276398; id=746; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item641 { position[]={14245.619141,46.017586,13143.979492}; azimut=179.276398; id=747; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item642 { position[]={14284.211914,47.977127,13145.551758}; azimut=179.276398; id=748; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item643 { position[]={14245.979492,44.143673,13221.251953}; azimut=179.276398; id=749; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item644 { position[]={14284.126953,44.599472,13221.219727}; azimut=179.276398; id=750; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item645 { position[]={14245.508789,42.337761,13260.145508}; azimut=179.276398; id=751; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item646 { position[]={14283.653320,43.357864,13260.107422}; azimut=179.276398; id=752; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item647 { position[]={14245.533203,42.410324,13257.959961}; azimut=-0.723715; id=753; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item648 { position[]={14283.682617,43.422058,13257.923828}; azimut=-0.723715; id=754; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item649 { position[]={14246.021484,44.224895,13219.070313}; azimut=-0.723715; id=755; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item650 { position[]={14284.173828,44.678394,13219.029297}; azimut=-0.723715; id=756; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item651 { position[]={14245.633789,46.141659,13141.827148}; azimut=-0.723715; id=757; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item652 { position[]={14284.251953,47.988087,13143.407227}; azimut=-0.723715; id=758; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item653 { position[]={14245.855469,46.952103,13102.910156}; azimut=-0.723715; id=759; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item654 { position[]={14284.378906,48.121311,13119.054688}; azimut=-0.723715; id=760; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item655 { position[]={14246.126953,47.001335,13064.015625}; azimut=-0.723715; id=761; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item656 { position[]={14284.610352,47.923412,13063.516602}; azimut=-0.723715; id=762; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item657 { position[]={14284.434570,48.154850,13016.095703}; azimut=-0.723715; id=763; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item658 { position[]={14245.816406,46.449245,12981.523438}; azimut=-0.723715; id=764; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item659 { position[]={14284.489258,47.176731,12982.869141}; azimut=-0.723715; id=765; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item660 { position[]={14245.620117,45.142143,12942.544922}; azimut=-0.723715; id=766; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item661 { position[]={14246.062500,43.120605,12903.655273}; azimut=-0.723715; id=767; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item662 { position[]={14258.161133,41.602531,12849.284180}; azimut=-0.723715; id=768; side="EMPTY"; vehicle="HumpsDirt"; skill=0.600000; }; class Item663 { position[]={14280.146484,41.582119,12849.720703}; azimut=-0.723715; id=769; side="EMPTY"; vehicle="HumpsDirt"; skill=0.600000; }; class Item664 { position[]={14268.847656,41.665657,12849.172852}; azimut=-0.723715; id=770; side="EMPTY"; vehicle="HumpsDirt"; skill=0.600000; }; class Item665 { position[]={14307.385742,45.200516,12926.064453}; azimut=270.119995; id=771; side="EMPTY"; vehicle="Land_Fuel_tank_big"; skill=0.600000; init="this setFuelCargo 0"; }; class Item666 { position[]={14307.451172,45.573597,12941.020508}; azimut=270.119995; id=772; side="EMPTY"; vehicle="Land_Fuel_tank_big"; skill=0.600000; init="this setFuelCargo 0"; }; class Item667 { position[]={14298.954102,46.920326,12972.454102}; azimut=269.276001; id=773; side="EMPTY"; vehicle="Heli_H_civil"; skill=0.600000; text="h_bagango"; }; class Item668 { position[]={14245.911133,41.764660,12861.967773}; azimut=179.276398; id=774; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item669 { position[]={14284.970703,42.448658,12862.598633}; azimut=179.276398; id=775; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item670 { position[]={14245.950195,41.632618,12859.011719}; azimut=-0.723715; id=776; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item671 { position[]={14285.037109,42.299515,12859.642578}; azimut=-0.723715; id=777; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item672 { position[]={14298.636719,47.934383,12993.335938}; azimut=269.276215; id=778; side="EMPTY"; vehicle="Heli_H_civil"; skill=0.600000; }; class Item673 { position[]={14245.981445,45.014088,13180.791992}; azimut=179.276398; id=779; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item674 { position[]={14246.023438,45.062061,13178.610352}; azimut=-0.723715; id=780; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item675 { position[]={14284.056641,46.252083,13180.615234}; azimut=179.276398; id=781; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item676 { position[]={14284.098633,46.418003,13178.433594}; azimut=-0.723715; id=782; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item677 { position[]={14245.957031,46.964062,13027.473633}; azimut=179.276398; id=783; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item678 { position[]={14245.942383,46.937523,13024.507813}; azimut=-0.723715; id=784; side="EMPTY"; vehicle="Land_Runway_PAPI"; skill=0.600000; }; class Item679 { position[]={13666.053711,21.375000,9273.174805}; id=785; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="mikes_garage"; init="this setFlagTexture ""pickup.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item680 { position[]={8294.171875,5.936744,9540.850586}; azimut=-37.001682; id=788; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item681 { position[]={8296.977539,6.480986,9545.362305}; azimut=-74.894913; id=789; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item682 { position[]={8298.280273,6.652105,9550.432617}; azimut=-74.894913; id=790; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item683 { position[]={8297.946289,6.819763,9555.400391}; azimut=-113.965210; id=791; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item684 { position[]={8294.436523,6.919608,9558.358398}; azimut=12.255223; id=792; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item685 { position[]={8289.496094,5.472846,9540.000000}; azimut=15.472253; id=793; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item686 { position[]={8284.277344,5.220250,9541.408203}; azimut=16.977638; id=794; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item687 { position[]={8289.672852,6.961713,9559.606445}; azimut=16.977638; id=795; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item688 { position[]={8284.841797,6.961322,9559.594727}; azimut=-25.220753; id=796; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item689 { position[]={8280.196289,5.204306,9544.123047}; azimut=53.956211; id=797; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item690 { position[]={8278.488281,5.720293,9548.846680}; azimut=87.440239; id=798; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item691 { position[]={8280.897461,6.687550,9556.816406}; azimut=-47.979374; id=799; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item692 { position[]={14227.054688,48.465000,9315.085938}; id=802; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="ContructionFabrik"; init="this setFlagTexture ""workplace.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item693 { position[]={13455.519531,20.070415,9030.041992}; id=803; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="bankflag_9"; init="this setFlagTexture ""atm.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item694 { position[]={9884.148438,139.994995,10002.746094}; azimut=1.395580; id=804; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="bankflag_paraiso"; init="this setFlagTexture ""atm.jpg"";"; }; class Item695 { position[]={13598.609375,4.770991,8685.847656}; id=805; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="carflag_boat2"; init="this setFlagTexture ""boat.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item696 { position[]={13231.919922,6.480000,9106.136719}; id=807; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="carflag_boat3"; init="this setFlagTexture ""boat.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item697 { position[]={13475.393555,20.016788,9020.100586}; id=809; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="fishmarket_flag"; init="this setFlagTexture ""workplace.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item698 { position[]={13922.610352,28.046377,9845.023438}; id=810; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="construcmaterials_flag"; init="this setFlagTexture ""workplace.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item699 { position[]={17536.814453,18.000000,9555.868164}; id=811; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="Ore_smelter"; init="this setFlagTexture ""workplace.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item700 { position[]={12459.083984,185.149017,14845.609375}; id=812; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="Jewlery1"; init="this setFlagTexture ""workplace.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item701 { position[]={12964.280273,21.959999,11308.515625}; id=813; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="WasserFabrik_flag"; init="this setFlagTexture ""workplace.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item702 { position[]={14390.020508,45.123657,11135.018555}; id=814; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="FoodFabrik_flag"; init="this setFlagTexture ""workplace.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item703 { position[]={13588.400391,19.980000,9119.329102}; id=817; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="alkoholFabrik_1"; init="this setFlagTexture ""workplace.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item704 { position[]={13272.359375,25.965000,11341.573242}; id=818; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="mercalillo_shop"; init="this setFlagTexture ""generic_shop.jpg"";"; }; class Item705 { position[]={14420.921875,40.711952,10841.363281}; id=819; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="obregan_shop"; init="this setFlagTexture ""generic_shop.jpg"";"; }; class Item706 { position[]={13452.495117,20.064800,9195.411133}; id=820; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="corazol_shop"; init="this setFlagTexture ""generic_shop.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item707 { position[]={12487.387695,180.000000,15011.449219}; id=821; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="eponia_shop"; init="this setFlagTexture ""generic_shop.jpg"";"; }; class Item708 { position[]={17227.156250,13.492279,14316.568359}; id=822; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="masbete_shop"; init="this setFlagTexture ""generic_shop.jpg"";"; }; class Item709 { position[]={18967.574219,22.256016,13955.440430}; id=823; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="pita_shop"; init="this setFlagTexture ""generic_shop.jpg"";"; }; class Item710 { position[]={9792.144531,139.994995,10096.353516}; id=824; side="EMPTY"; vehicle="Heli_H_rescue"; skill=0.600000; }; class Item711 { position[]={9765.383789,139.994995,10095.350586}; id=825; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="airflag_paraiso"; init="this setFlagTexture ""heli.jpg"";"; }; class Item712 { position[]={2569.973633,13.905000,2837.622314}; id=826; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="airflag_rahmadi"; init="this setFlagTexture ""heli.jpg"";"; }; class Item713 { position[]={14212.310547,61.821159,11908.600586}; azimut=180.000000; id=827; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="borderpatrol_flag"; init="this setFlagTexture ""police_marker_bounty_misc.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item714 { position[]={14257.056641,55.063507,11890.889648}; id=829; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="copbuy_border"; init="this setFlagTexture ""policecarflag_heavyvehicles.jpg""; "; }; class Item715 { position[]={12431.121094,187.671356,14773.197266}; azimut=99.719597; id=833; side="EMPTY"; vehicle="Land_benzina_schnell"; skill=0.600000; text="tankstelle6"; init="this setFuelCargo 0"; }; class Item716 { position[]={12432.251953,188.070496,14762.200195}; azimut=189.719711; id=834; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item717 { position[]={12422.439453,187.926483,14763.910156}; azimut=189.719711; id=835; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item718 { position[]={12423.995117,193.643570,14773.158203}; azimut=189.719711; id=836; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item719 { position[]={12433.780273,193.588165,14771.434570}; azimut=189.719711; id=837; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item720 { position[]={12425.529297,187.427094,14782.580078}; azimut=189.719711; id=838; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item721 { position[]={12435.375977,187.402863,14780.808594}; azimut=189.719711; id=839; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; }; class Item722 { position[]={13835.162109,31.636600,10895.630859}; azimut=-198.496002; special="CARGO"; id=840; side="EMPTY"; vehicle="RampConcrete"; leader=1; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),-0.325];this setVectorUp[0.068,-0.2,1]"; }; class Item723 { position[]={13885.475586,32.489334,10974.123047}; azimut=-108.443001; special="CARGO"; id=841; side="EMPTY"; vehicle="Land_podesta_1_cube_long"; leader=1; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),-2.674];this setVectorUp[0,0,1]"; }; class Item724 { position[]={13866.596680,32.418900,10967.883789}; azimut=-108.443001; special="CARGO"; id=842; side="EMPTY"; vehicle="Land_podesta_1_cube_long"; leader=1; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),-2.6];this setVectorUp[0,0,1]"; }; class Item725 { position[]={13847.725586,31.948240,10961.529297}; azimut=-108.443001; special="CARGO"; id=843; side="EMPTY"; vehicle="Land_podesta_1_cube_long"; leader=1; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),-2.134];this setVectorUp[0,0,1]"; }; class Item726 { position[]={13828.859375,31.678411,10955.232422}; azimut=-108.443001; special="CARGO"; id=844; side="EMPTY"; vehicle="Land_podesta_1_cube_long"; leader=1; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),-1.864];this setVectorUp[0,0,1]"; }; class Item727 { position[]={13816.259766,31.581532,10945.766602}; azimut=-198.496002; special="CARGO"; id=845; side="EMPTY"; vehicle="Land_podesta_1_cube_long"; leader=1; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),-1.77];this setVectorUp[0,0,1]"; }; class Item728 { position[]={13822.592773,31.549620,10926.824219}; azimut=-198.496002; special="CARGO"; id=846; side="EMPTY"; vehicle="Land_podesta_1_cube_long"; leader=1; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),-1.738];this setVectorUp[0,0,1]"; }; class Item729 { position[]={13828.925781,31.128235,10907.821289}; azimut=-198.496002; special="CARGO"; id=847; side="EMPTY"; vehicle="Land_podesta_1_cube_long"; leader=1; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),-1.3163];this setVectorUp[0,0,1]"; }; class Item730 { position[]={13914.361328,31.779974,10941.229492}; azimut=-288.496002; special="CARGO"; id=848; side="EMPTY"; vehicle="RampConcrete"; leader=1; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),0];this setVectorUp[3,1,8]"; }; class Item731 { position[]={13913.600586,31.773563,10940.987305}; azimut=-288.496002; special="CARGO"; id=849; side="EMPTY"; vehicle="RampConcrete"; leader=1; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),-2];this setVectorUp[3,1,8]"; }; class Item732 { position[]={13869.445313,32.389942,10965.721680}; azimut=-197.348007; special="CARGO"; id=850; side="EMPTY"; vehicle="FlagCarrierWest"; leader=1; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),1.8];this setVectorUp[0,0,1]"; }; class Item733 { position[]={13888.496094,32.454082,10973.563477}; azimut=-197.348007; special="CARGO"; id=851; side="EMPTY"; vehicle="FlagCarrierWest"; leader=1; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),1.8];this setVectorUp[0,0,1]"; }; class Item734 { position[]={13851.236328,31.963070,10959.648438}; azimut=-197.347626; special="CARGO"; id=852; side="EMPTY"; vehicle="FlagCarrierWest"; leader=1; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),2];this setVectorUp[0,0,1]"; }; class Item735 { position[]={13832.061523,31.733418,10953.037109}; azimut=-197.347626; special="CARGO"; id=853; side="EMPTY"; vehicle="FlagCarrierWest"; leader=1; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),2];this setVectorUp[0,0,1]"; }; class Item736 { position[]={13818.210938,31.604528,10949.185547}; azimut=-287.783234; special="CARGO"; id=854; side="EMPTY"; vehicle="FlagCarrierWest"; leader=1; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),1.8];this setVectorUp[0,0,1]"; }; class Item737 { position[]={13824.424805,31.593662,10931.021484}; azimut=-287.782867; special="CARGO"; id=855; side="EMPTY"; vehicle="FlagCarrierWest"; leader=1; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),2];this setVectorUp[0,0,1]"; }; class Item738 { position[]={13831.179688,31.182274,10911.896484}; azimut=-287.782867; special="CARGO"; id=856; side="EMPTY"; vehicle="FlagCarrierWest"; leader=1; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),2];this setVectorUp[0,0,1]"; }; class Item739 { position[]={13925.419922,31.853180,10950.515625}; azimut=-197.348007; special="CARGO"; id=857; side="EMPTY"; vehicle="FlagCarrierWest"; leader=1; skill=0.600000; }; class Item740 { position[]={13952.769531,31.954508,10960.777344}; azimut=-197.348007; special="CARGO"; id=858; side="EMPTY"; vehicle="FlagCarrierWest"; leader=1; skill=0.600000; }; class Item741 { position[]={13978.973633,32.354572,10970.073242}; azimut=-197.348007; special="CARGO"; id=859; side="EMPTY"; vehicle="FlagCarrierWest"; leader=1; skill=0.600000; }; class Item742 { position[]={14002.002930,33.055721,10978.427734}; azimut=-197.348007; special="CARGO"; id=860; side="EMPTY"; vehicle="FlagCarrierWest"; leader=1; skill=0.600000; }; class Item743 { position[]={12380.091797,19.392048,7299.526855}; azimut=1.395580; id=868; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="bankflag_ortego"; init="this setFlagTexture ""atm.jpg"";"; }; class Item744 { position[]={10520.006836,122.985001,9704.291992}; id=869; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="carflag_paraiso"; init="this setFlagTexture ""autoshop.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item745 { position[]={12770.958984,43.965000,8077.143555}; id=870; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="illegalweaponsbuyflag"; init="this setFlagTexture ""sprengstoff.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item746 { position[]={17472.503906,29.355257,13266.786133}; id=871; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="illegalweaponssellflag"; init="this setFlagTexture ""sprengstoff.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item747 { position[]={14193.229492,54.990002,11851.101563}; azimut=307.031006; id=872; side="EMPTY"; vehicle="MASH"; skill=0.600000; text="hospitaltent3"; }; class Item748 { position[]={12499.208984,179.814819,14950.876953}; id=873; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; text="bankflag_eponia"; init="this setFlagTexture ""atm.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; class Item749 { position[]={14007.836914,64.262802,12813.996094}; azimut=-182.476273; id=875; side="EMPTY"; vehicle="Computer"; skill=0.600000; text="regierungsflag"; init="this setpos [(getpos this select 0),(getpos this select 1),4.1];"; }; class Item750 { position[]={14009.932617,64.347656,12810.459961}; azimut=184.488647; id=876; side="EMPTY"; vehicle="Radio"; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),4];"; }; class Item751 { position[]={14013.070313,63.766869,12818.019531}; azimut=0.313620; id=877; side="EMPTY"; vehicle="Vysilacka"; skill=0.600000; init="this setpos [(getpos this select 0),(getpos this select 1),3.91];"; }; class Item752 { position[]={14224.010742,55.388004,11847.683594}; azimut=92.042488; special="NONE"; id=878; side="EMPTY"; vehicle="AmmoBoxGuer"; skill=0.600000; text="copbase_crate"; init="ClearWeaponCargo this; ClearMagazineCargo this;"; }; class Item753 { position[]={14224.513672,55.035599,11886.754883}; azimut=720.008240; id=879; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; text="c14"; }; class Item754 { position[]={14244.524414,55.187176,11896.726563}; azimut=-359.961334; id=880; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; text="c15"; }; class Item755 { position[]={14244.522461,55.119732,11886.734375}; azimut=359.996277; id=881; side="EMPTY"; vehicle="Land_podesta_10"; skill=0.600000; text="c16"; }; class Item756 { position[]={14269.255859,55.125000,11903.971680}; azimut=0.006589; id=882; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item757 { position[]={14263.921875,55.125000,11903.949219}; azimut=180.010849; id=883; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item758 { position[]={14101.854492,43.916592,12885.853516}; azimut=160.921005; id=884; side="EMPTY"; vehicle="Obstacle_saddle"; skill=0.600000; }; class Item759 { position[]={14096.541016,44.362354,12891.747070}; azimut=70.343460; id=885; side="EMPTY"; vehicle="Obstacle_saddle"; skill=0.600000; }; class Item760 { position[]={14091.772461,44.566090,12890.080078}; azimut=71.482422; id=886; side="EMPTY"; vehicle="Obstacle_saddle"; skill=0.600000; }; class Item761 { position[]={14087.547852,44.762833,12888.708984}; azimut=71.317078; id=887; side="EMPTY"; vehicle="Obstacle_saddle"; skill=0.600000; }; class Item762 { position[]={14299.192383,52.452187,12404.338867}; azimut=270.000000; id=888; side="EMPTY"; vehicle="Land_zidka_branka"; skill=0.600000; }; class Item763 { position[]={14201.660156,55.029945,11885.917969}; id=889; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item764 { position[]={14207.790039,55.029938,11885.916992}; id=890; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item765 { position[]={14201.478516,55.120533,11899.337891}; id=891; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item766 { position[]={14207.638672,55.114338,11898.419922}; azimut=24.937725; id=892; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item767 { position[]={14197.113281,55.079006,11896.072266}; azimut=-88.919250; id=893; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item768 { position[]={14197.357422,55.039051,11889.909180}; azimut=90.123222; id=894; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item769 { position[]={14210.749023,55.107635,11892.348633}; azimut=-90.582161; id=895; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item770 { position[]={14208.706055,55.077999,11887.958984}; id=896; side="EMPTY"; vehicle="FireLit"; skill=0.600000; }; class Item771 { position[]={14256.062500,58.614391,11863.036133}; id=897; side="EMPTY"; vehicle="RoadCone"; skill=0.600000; text="logik"; init="[logik,20,1,1,1,0.4] exec ""light.sqs"";"; }; class Item772 { position[]={14293.407227,58.121239,12393.421875}; id=898; side="EMPTY"; vehicle="RoadCone"; skill=0.600000; text="logik1"; init="[logik1,20,1,1,1,0.3] exec ""light.sqs"";"; }; class Item773 { position[]={14285.487305,41.454468,12680.602539}; azimut=170.000000; id=899; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_55"; init="t1_1_55 addEventHandler [""hit"", {t1_1_55 setDammage -4000}]; t1_1_55 addEventHandler [""dammaged"", {t1_1_55 setDammage -4000}];"; }; class Item774 { position[]={14270.132813,41.454468,12752.758789}; azimut=170.000000; id=900; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_2"; init="t1_1_2 addEventHandler [""hit"", {t1_1_2 setDammage -4000}]; t1_1_2 addEventHandler [""dammaged"", {t1_1_2 setDammage -4000}];"; }; class Item775 { position[]={14272.591797,41.454468,12753.204102}; azimut=170.000000; id=901; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_3"; init="t1_1_3 addEventHandler [""hit"", {t1_1_3 setDammage -4000}]; t1_1_3 addEventHandler [""dammaged"", {t1_1_3 setDammage -4000}];"; }; class Item776 { position[]={14274.962891,41.454468,12753.617188}; azimut=170.000000; id=902; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_4"; init="t1_1_4 addEventHandler [""hit"", {t1_1_4 setDammage -4000}]; t1_1_4 addEventHandler [""dammaged"", {t1_1_4 setDammage -4000}];"; }; class Item777 { position[]={14277.377930,41.454468,12754.033203}; azimut=170.000000; id=903; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_5"; init="t1_1_5 addEventHandler [""hit"", {t1_1_5 setDammage -4000}]; t1_1_5 addEventHandler [""dammaged"", {t1_1_5 setDammage -4000}];"; }; class Item778 { position[]={14279.730469,41.525181,12754.434570}; azimut=170.000000; id=904; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_6"; init="t1_1_6 addEventHandler [""hit"", {t1_1_6 setDammage -4000}]; t1_1_6 addEventHandler [""dammaged"", {t1_1_6 setDammage -4000}];"; }; class Item779 { position[]={14282.147461,38.776913,12754.863281}; azimut=170.000000; id=905; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_7"; init="t1_1_7 addEventHandler [""hit"", {t1_1_7 setDammage -4000}]; t1_1_7 addEventHandler [""dammaged"", {t1_1_7 setDammage -4000}];"; }; class Item780 { position[]={14284.533203,38.662338,12755.294922}; azimut=170.000000; id=906; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_8"; init="t1_1_8 addEventHandler [""hit"", {t1_1_8 setDammage -4000}]; t1_1_8 addEventHandler [""dammaged"", {t1_1_8 setDammage -4000}];"; }; class Item781 { position[]={14284.355469,41.262466,12755.280273}; azimut=80.000000; id=907; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_9"; init="t1_1_9 addEventHandler [""hit"", {t1_1_9 setDammage -4000}]; t1_1_9 addEventHandler [""dammaged"", {t1_1_9 setDammage -4000}];"; }; class Item782 { position[]={14284.786133,38.650208,12752.833984}; azimut=80.000000; id=908; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_10"; init="t1_1_10 addEventHandler [""hit"", {t1_1_10 setDammage -4000}]; t1_1_10 addEventHandler [""dammaged"", {t1_1_10 setDammage -4000}];"; }; class Item783 { position[]={14285.202148,38.630222,12750.462891}; azimut=80.000000; id=909; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_11"; init="t1_1_11 addEventHandler [""hit"", {t1_1_11 setDammage -4000}]; t1_1_11 addEventHandler [""dammaged"", {t1_1_11 setDammage -4000}];"; }; class Item784 { position[]={14285.618164,38.700199,12748.125977}; azimut=80.000000; id=910; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_12"; init="t1_1_12 addEventHandler [""hit"", {t1_1_12 setDammage -4000}]; t1_1_12 addEventHandler [""dammaged"", {t1_1_12 setDammage -4000}];"; }; class Item785 { position[]={14286.034180,38.795490,12745.726563}; azimut=80.000000; id=911; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_13"; init="t1_1_13 addEventHandler [""hit"", {t1_1_13 setDammage -4000}]; t1_1_13 addEventHandler [""dammaged"", {t1_1_13 setDammage -4000}];"; }; class Item786 { position[]={14286.450195,38.880001,12743.327148}; azimut=80.000000; id=912; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_14"; init="t1_1_14 addEventHandler [""hit"", {t1_1_14 setDammage -4000}]; t1_1_14 addEventHandler [""dammaged"", {t1_1_14 setDammage -4000}];"; }; class Item787 { position[]={14286.879883,41.584270,12740.930664}; azimut=80.000000; id=913; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_15"; init="t1_1_15 addEventHandler [""hit"", {t1_1_15 setDammage -4000}]; t1_1_15 addEventHandler [""dammaged"", {t1_1_15 setDammage -4000}];"; }; class Item788 { position[]={14287.301758,38.880001,12738.595703}; azimut=80.000000; id=914; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_16"; init="t1_1_16 addEventHandler [""hit"", {t1_1_16 setDammage -4000}]; t1_1_16 addEventHandler [""dammaged"", {t1_1_16 setDammage -4000}];"; }; class Item789 { position[]={14287.710938,38.880001,12736.257813}; azimut=80.000000; id=915; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_17"; init="t1_1_17 addEventHandler [""hit"", {t1_1_17 setDammage -4000}]; t1_1_17 addEventHandler [""dammaged"", {t1_1_17 setDammage -4000}];"; }; class Item790 { position[]={14288.138672,38.880001,12733.899414}; azimut=80.000000; id=916; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_18"; init="t1_1_18 addEventHandler [""hit"", {t1_1_18 setDammage -4000}]; t1_1_18 addEventHandler [""dammaged"", {t1_1_18 setDammage -4000}];"; }; class Item791 { position[]={14291.304688,41.454468,12732.482422}; azimut=170.000000; id=917; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_19"; init="t1_1_19 addEventHandler [""hit"", {t1_1_19 setDammage -4000}]; t1_1_19 addEventHandler [""dammaged"", {t1_1_19 setDammage -4000}];"; }; class Item792 { position[]={14293.760742,38.880001,12732.912109}; azimut=170.000000; id=918; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_20"; init="t1_1_20 addEventHandler [""hit"", {t1_1_20 setDammage -4000}]; t1_1_20 addEventHandler [""dammaged"", {t1_1_20 setDammage -4000}];"; }; class Item793 { position[]={14296.118164,38.880001,12733.321289}; azimut=170.000000; id=919; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_21"; init="t1_1_21 addEventHandler [""hit"", {t1_1_21 setDammage -4000}]; t1_1_21 addEventHandler [""dammaged"", {t1_1_21 setDammage -4000}];"; }; class Item794 { position[]={14298.480469,38.880001,12733.737305}; azimut=170.000000; id=920; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_22"; init="t1_1_22 addEventHandler [""hit"", {t1_1_22 setDammage -4000}]; t1_1_22 addEventHandler [""dammaged"", {t1_1_22 setDammage -4000}];"; }; class Item795 { position[]={14300.805664,39.021397,12734.151367}; azimut=170.000000; id=921; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_24"; init="t1_1_24 addEventHandler [""hit"", {t1_1_24 setDammage -4000}]; t1_1_24 addEventHandler [""dammaged"", {t1_1_24 setDammage -4000}];"; }; class Item796 { position[]={14300.806641,39.021610,12734.183594}; azimut=80.000000; id=922; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_23"; init="t1_1_23 addEventHandler [""hit"", {t1_1_23 setDammage -4000}]; t1_1_23 addEventHandler [""dammaged"", {t1_1_23 setDammage -4000}];"; }; class Item797 { position[]={14301.220703,41.750935,12731.897461}; azimut=80.000000; id=923; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_25"; init="t1_1_25 addEventHandler [""hit"", {t1_1_25 setDammage -4000}]; t1_1_25 addEventHandler [""dammaged"", {t1_1_25 setDammage -4000}];"; }; class Item798 { position[]={14301.638672,41.824112,12729.510742}; azimut=80.000000; id=924; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_26"; init="t1_1_26 addEventHandler [""hit"", {t1_1_26 setDammage -4000}]; t1_1_26 addEventHandler [""dammaged"", {t1_1_26 setDammage -4000}];"; }; class Item799 { position[]={14302.054688,39.240555,12727.126953}; azimut=80.000000; id=925; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_27"; init="t1_1_27 addEventHandler [""hit"", {t1_1_27 setDammage -4000}]; t1_1_27 addEventHandler [""dammaged"", {t1_1_27 setDammage -4000}];"; }; class Item800 { position[]={14302.487305,39.316608,12724.756836}; azimut=80.000000; id=926; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_28"; init="t1_1_28 addEventHandler [""hit"", {t1_1_28 setDammage -4000}]; t1_1_28 addEventHandler [""dammaged"", {t1_1_28 setDammage -4000}];"; }; class Item801 { position[]={14302.904297,39.389660,12722.373047}; azimut=80.000000; id=927; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_29"; init="t1_1_29 addEventHandler [""hit"", {t1_1_29 setDammage -4000}]; t1_1_29 addEventHandler [""dammaged"", {t1_1_29 setDammage -4000}];"; }; class Item802 { position[]={14303.302734,39.459717,12720.119141}; azimut=80.000000; id=928; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_30"; init="t1_1_30 addEventHandler [""hit"", {t1_1_30 setDammage -4000}]; t1_1_30 addEventHandler [""dammaged"", {t1_1_30 setDammage -4000}];"; }; class Item803 { position[]={14303.718750,39.338951,12717.732422}; azimut=80.000000; id=929; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_31"; init="t1_1_31 addEventHandler [""hit"", {t1_1_31 setDammage -4000}]; t1_1_31 addEventHandler [""dammaged"", {t1_1_31 setDammage -4000}];"; }; class Item804 { position[]={14304.150391,39.253536,12715.315430}; azimut=80.000000; id=930; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_32"; init="t1_1_32 addEventHandler [""hit"", {t1_1_32 setDammage -4000}]; t1_1_32 addEventHandler [""dammaged"", {t1_1_32 setDammage -4000}];"; }; class Item805 { position[]={14304.582031,39.292427,12712.934570}; azimut=80.000000; id=931; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_33"; init="t1_1_33 addEventHandler [""hit"", {t1_1_33 setDammage -4000}]; t1_1_33 addEventHandler [""dammaged"", {t1_1_33 setDammage -4000}];"; }; class Item806 { position[]={14304.999023,39.329891,12710.534180}; azimut=80.000000; id=932; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_34"; init="t1_1_34 addEventHandler [""hit"", {t1_1_34 setDammage -4000}]; t1_1_34 addEventHandler [""dammaged"", {t1_1_34 setDammage -4000}];"; }; class Item807 { position[]={14305.397461,39.365814,12708.228516}; azimut=80.000000; id=933; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_35"; init="t1_1_35 addEventHandler [""hit"", {t1_1_35 setDammage -4000}]; t1_1_35 addEventHandler [""dammaged"", {t1_1_35 setDammage -4000}];"; }; class Item808 { position[]={14305.736328,42.012890,12706.746094}; azimut=170.000000; id=934; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_36"; init="t1_1_36 addEventHandler [""hit"", {t1_1_36 setDammage -4000}]; t1_1_36 addEventHandler [""dammaged"", {t1_1_36 setDammage -4000}];"; }; class Item809 { position[]={14303.359375,41.648529,12706.332031}; azimut=170.000000; id=935; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_37"; init="t1_1_37 addEventHandler [""hit"", {t1_1_37 setDammage -4000}]; t1_1_37 addEventHandler [""dammaged"", {t1_1_37 setDammage -4000}];"; }; class Item810 { position[]={14300.955078,41.432137,12705.903320}; azimut=170.000000; id=936; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_38"; init="t1_1_38 addEventHandler [""hit"", {t1_1_38 setDammage -4000}]; t1_1_38 addEventHandler [""dammaged"", {t1_1_38 setDammage -4000}];"; }; class Item811 { position[]={14298.617188,38.880001,12705.496094}; azimut=170.000000; id=937; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_39"; init="t1_1_39 addEventHandler [""hit"", {t1_1_39 setDammage -4000}]; t1_1_39 addEventHandler [""dammaged"", {t1_1_39 setDammage -4000}];"; }; class Item812 { position[]={14296.295898,38.880001,12705.090820}; azimut=170.000000; id=938; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_40"; init="t1_1_40 addEventHandler [""hit"", {t1_1_40 setDammage -4000}]; t1_1_40 addEventHandler [""dammaged"", {t1_1_40 setDammage -4000}];"; }; class Item813 { position[]={14293.722656,38.880001,12704.455078}; azimut=80.000000; id=939; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_41"; init="t1_1_41 addEventHandler [""hit"", {t1_1_41 setDammage -4000}]; t1_1_41 addEventHandler [""dammaged"", {t1_1_41 setDammage -4000}];"; }; class Item814 { position[]={14294.154297,38.880001,12702.021484}; azimut=80.000000; id=940; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_42"; init="t1_1_42 addEventHandler [""hit"", {t1_1_42 setDammage -4000}]; t1_1_42 addEventHandler [""dammaged"", {t1_1_42 setDammage -4000}];"; }; class Item815 { position[]={14294.597656,41.454468,12699.597656}; azimut=80.000000; id=941; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_43"; init="t1_1_43 addEventHandler [""hit"", {t1_1_43 setDammage -4000}]; t1_1_43 addEventHandler [""dammaged"", {t1_1_43 setDammage -4000}];"; }; class Item816 { position[]={14295.013672,38.880001,12697.243164}; azimut=80.000000; id=942; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_44"; init="t1_1_44 addEventHandler [""hit"", {t1_1_44 setDammage -4000}]; t1_1_44 addEventHandler [""dammaged"", {t1_1_44 setDammage -4000}];"; }; class Item817 { position[]={14295.451172,38.880001,12694.811523}; azimut=80.000000; id=943; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_45"; init="t1_1_45 addEventHandler [""hit"", {t1_1_45 setDammage -4000}]; t1_1_45 addEventHandler [""dammaged"", {t1_1_45 setDammage -4000}];"; }; class Item818 { position[]={14295.892578,38.880001,12692.380859}; azimut=80.000000; id=944; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_46"; init="t1_1_46 addEventHandler [""hit"", {t1_1_46 setDammage -4000}]; t1_1_46 addEventHandler [""dammaged"", {t1_1_46 setDammage -4000}];"; }; class Item819 { position[]={14296.329102,38.880001,12689.894531}; azimut=80.000000; id=945; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_47"; init="t1_1_47 addEventHandler [""hit"", {t1_1_47 setDammage -4000}]; t1_1_47 addEventHandler [""dammaged"", {t1_1_47 setDammage -4000}];"; }; class Item820 { position[]={14296.778320,38.880001,12687.414063}; azimut=80.000000; id=946; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_48"; init="t1_1_48 addEventHandler [""hit"", {t1_1_48 setDammage -4000}]; t1_1_48 addEventHandler [""dammaged"", {t1_1_48 setDammage -4000}];"; }; class Item821 { position[]={14297.208984,38.880001,12685.015625}; azimut=80.000000; id=947; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_49"; init="t1_1_49 addEventHandler [""hit"", {t1_1_49 setDammage -4000}]; t1_1_49 addEventHandler [""dammaged"", {t1_1_49 setDammage -4000}];"; }; class Item822 { position[]={14297.657227,41.454468,12682.779297}; azimut=170.000000; id=948; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_50"; init="t1_1_50 addEventHandler [""hit"", {t1_1_50 setDammage -4000}]; t1_1_50 addEventHandler [""dammaged"", {t1_1_50 setDammage -4000}];"; }; class Item823 { position[]={14295.227539,41.454468,12682.339844}; azimut=170.000000; id=949; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_51"; init="t1_1_51 addEventHandler [""hit"", {t1_1_51 setDammage -4000}]; t1_1_51 addEventHandler [""dammaged"", {t1_1_51 setDammage -4000}];"; }; class Item824 { position[]={14292.777344,41.454468,12681.908203}; azimut=170.000000; id=950; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_52"; init="t1_1_52 addEventHandler [""hit"", {t1_1_52 setDammage -4000}]; t1_1_52 addEventHandler [""dammaged"", {t1_1_52 setDammage -4000}];"; }; class Item825 { position[]={14290.365234,41.454468,12681.486328}; azimut=170.000000; id=951; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_53"; init="t1_1_53 addEventHandler [""hit"", {t1_1_53 setDammage -4000}]; t1_1_53 addEventHandler [""dammaged"", {t1_1_53 setDammage -4000}];"; }; class Item826 { position[]={14287.923828,41.454468,12681.029297}; azimut=170.000000; id=952; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_54"; init="t1_1_54 addEventHandler [""hit"", {t1_1_54 setDammage -4000}]; t1_1_54 addEventHandler [""dammaged"", {t1_1_54 setDammage -4000}];"; }; class Item827 { position[]={14282.992188,38.880001,12680.161133}; azimut=170.000000; id=953; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_56"; init="t1_1_56 addEventHandler [""hit"", {t1_1_56 setDammage -4000}]; t1_1_56 addEventHandler [""dammaged"", {t1_1_56 setDammage -4000}];"; }; class Item828 { position[]={14280.552734,38.887249,12679.726563}; azimut=170.000000; id=954; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_57"; init="t1_1_57 addEventHandler [""hit"", {t1_1_57 setDammage -4000}]; t1_1_57 addEventHandler [""dammaged"", {t1_1_57 setDammage -4000}];"; }; class Item829 { position[]={14278.165039,38.891190,12679.289063}; azimut=170.000000; id=955; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_58"; init="t1_1_58 addEventHandler [""hit"", {t1_1_58 setDammage -4000}]; t1_1_58 addEventHandler [""dammaged"", {t1_1_58 setDammage -4000}];"; }; class Item830 { position[]={14275.710938,38.898323,12678.836914}; azimut=170.000000; id=956; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_59"; init="t1_1_59 addEventHandler [""hit"", {t1_1_59 setDammage -4000}]; t1_1_59 addEventHandler [""dammaged"", {t1_1_59 setDammage -4000}];"; }; class Item831 { position[]={14273.290039,38.905167,12678.402344}; azimut=170.000000; id=957; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_60"; init="t1_1_60 addEventHandler [""hit"", {t1_1_60 setDammage -4000}]; t1_1_60 addEventHandler [""dammaged"", {t1_1_60 setDammage -4000}];"; }; class Item832 { position[]={14270.848633,38.912186,12677.956055}; azimut=170.000000; id=958; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_61"; init="t1_1_61 addEventHandler [""hit"", {t1_1_61 setDammage -4000}]; t1_1_61 addEventHandler [""dammaged"", {t1_1_61 setDammage -4000}];"; }; class Item833 { position[]={14268.416016,38.918781,12677.537109}; azimut=170.000000; id=959; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_62"; init="t1_1_62 addEventHandler [""hit"", {t1_1_62 setDammage -4000}]; t1_1_62 addEventHandler [""dammaged"", {t1_1_62 setDammage -4000}];"; }; class Item834 { position[]={14265.960938,38.925625,12677.102539}; azimut=170.000000; id=960; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_63"; init="t1_1_63 addEventHandler [""hit"", {t1_1_63 setDammage -4000}]; t1_1_63 addEventHandler [""dammaged"", {t1_1_63 setDammage -4000}];"; }; class Item835 { position[]={14263.553711,38.932278,12676.680664}; azimut=170.000000; id=961; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_64"; init="t1_1_64 addEventHandler [""hit"", {t1_1_64 setDammage -4000}]; t1_1_64 addEventHandler [""dammaged"", {t1_1_64 setDammage -4000}];"; }; class Item836 { position[]={14261.079102,39.041489,12676.245117}; azimut=170.000000; id=962; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_65"; init="t1_1_65 addEventHandler [""hit"", {t1_1_65 setDammage -4000}]; t1_1_65 addEventHandler [""dammaged"", {t1_1_65 setDammage -4000}];"; }; class Item837 { position[]={14258.667969,39.105770,12675.818359}; azimut=170.000000; id=963; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_66"; init="t1_1_66 addEventHandler [""hit"", {t1_1_66 setDammage -4000}]; t1_1_66 addEventHandler [""dammaged"", {t1_1_66 setDammage -4000}];"; }; class Item838 { position[]={14255.458984,41.465477,12677.399414}; azimut=80.000000; id=964; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_67"; init="t1_1_67 addEventHandler [""hit"", {t1_1_67 setDammage -4000}]; t1_1_67 addEventHandler [""dammaged"", {t1_1_67 setDammage -4000}];"; }; class Item839 { position[]={14255.035156,38.891010,12679.795898}; azimut=80.000000; id=965; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_68"; init="t1_1_68 addEventHandler [""hit"", {t1_1_68 setDammage -4000}]; t1_1_68 addEventHandler [""dammaged"", {t1_1_68 setDammage -4000}];"; }; class Item840 { position[]={14254.577148,38.880001,12682.226563}; azimut=80.000000; id=966; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_69"; init="t1_1_69 addEventHandler [""hit"", {t1_1_69 setDammage -4000}]; t1_1_69 addEventHandler [""dammaged"", {t1_1_69 setDammage -4000}];"; }; class Item841 { position[]={14254.141602,38.880001,12684.704102}; azimut=80.000000; id=967; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_70"; init="t1_1_70 addEventHandler [""hit"", {t1_1_70 setDammage -4000}]; t1_1_70 addEventHandler [""dammaged"", {t1_1_70 setDammage -4000}];"; }; class Item842 { position[]={14253.706055,38.880001,12687.181641}; azimut=80.000000; id=968; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_71"; init="t1_1_71 addEventHandler [""hit"", {t1_1_71 setDammage -4000}]; t1_1_71 addEventHandler [""dammaged"", {t1_1_71 setDammage -4000}];"; }; class Item843 { position[]={14253.132813,38.880001,12689.611328}; azimut=75.000000; id=969; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_72"; init="t1_1_72 addEventHandler [""hit"", {t1_1_72 setDammage -4000}]; t1_1_72 addEventHandler [""dammaged"", {t1_1_72 setDammage -4000}];"; }; class Item844 { position[]={14252.490234,38.880001,12692.089844}; azimut=75.000000; id=970; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_73"; init="t1_1_73 addEventHandler [""hit"", {t1_1_73 setDammage -4000}]; t1_1_73 addEventHandler [""dammaged"", {t1_1_73 setDammage -4000}];"; }; class Item845 { position[]={14251.802734,38.880001,12694.500000}; azimut=75.000000; id=971; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_74"; init="t1_1_74 addEventHandler [""hit"", {t1_1_74 setDammage -4000}]; t1_1_74 addEventHandler [""dammaged"", {t1_1_74 setDammage -4000}];"; }; class Item846 { position[]={14251.162109,38.880001,12696.881836}; azimut=75.000000; id=972; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_75"; init="t1_1_75 addEventHandler [""hit"", {t1_1_75 setDammage -4000}]; t1_1_75 addEventHandler [""dammaged"", {t1_1_75 setDammage -4000}];"; }; class Item847 { position[]={14250.520508,38.880001,12699.222656}; azimut=75.000000; id=973; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_76"; init="t1_1_76 addEventHandler [""hit"", {t1_1_76 setDammage -4000}]; t1_1_76 addEventHandler [""dammaged"", {t1_1_76 setDammage -4000}];"; }; class Item848 { position[]={14249.879883,38.880001,12701.628906}; azimut=75.000000; id=974; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_77"; init="t1_1_77 addEventHandler [""hit"", {t1_1_77 setDammage -4000}]; t1_1_77 addEventHandler [""dammaged"", {t1_1_77 setDammage -4000}];"; }; class Item849 { position[]={14249.237305,38.880001,12703.992188}; azimut=75.000000; id=975; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_78"; init="t1_1_78 addEventHandler [""hit"", {t1_1_78 setDammage -4000}]; t1_1_78 addEventHandler [""dammaged"", {t1_1_78 setDammage -4000}];"; }; class Item850 { position[]={14248.597656,38.880001,12706.378906}; azimut=75.000000; id=976; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_79"; init="t1_1_79 addEventHandler [""hit"", {t1_1_79 setDammage -4000}]; t1_1_79 addEventHandler [""dammaged"", {t1_1_79 setDammage -4000}];"; }; class Item851 { position[]={14247.930664,38.880001,12708.785156}; azimut=75.000000; id=977; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_80"; init="t1_1_80 addEventHandler [""hit"", {t1_1_80 setDammage -4000}]; t1_1_80 addEventHandler [""dammaged"", {t1_1_80 setDammage -4000}];"; }; class Item852 { position[]={14247.379883,38.880001,12711.147461}; azimut=80.000000; id=978; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_81"; init="t1_1_81 addEventHandler [""hit"", {t1_1_81 setDammage -4000}]; t1_1_81 addEventHandler [""dammaged"", {t1_1_81 setDammage -4000}];"; }; class Item853 { position[]={14246.946289,38.880001,12713.507813}; azimut=80.000000; id=979; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_82"; init="t1_1_82 addEventHandler [""hit"", {t1_1_82 setDammage -4000}]; t1_1_82 addEventHandler [""dammaged"", {t1_1_82 setDammage -4000}];"; }; class Item854 { position[]={14246.509766,38.880001,12715.845703}; azimut=80.000000; id=980; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_83"; init="t1_1_83 addEventHandler [""hit"", {t1_1_83 setDammage -4000}]; t1_1_83 addEventHandler [""dammaged"", {t1_1_83 setDammage -4000}];"; }; class Item855 { position[]={14246.077148,38.880001,12718.233398}; azimut=80.000000; id=981; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_84"; init="t1_1_84 addEventHandler [""hit"", {t1_1_84 setDammage -4000}]; t1_1_84 addEventHandler [""dammaged"", {t1_1_84 setDammage -4000}];"; }; class Item856 { position[]={14245.640625,38.880001,12720.687500}; azimut=80.000000; id=982; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_85"; init="t1_1_85 addEventHandler [""hit"", {t1_1_85 setDammage -4000}]; t1_1_85 addEventHandler [""dammaged"", {t1_1_85 setDammage -4000}];"; }; class Item857 { position[]={14245.205078,38.880001,12723.118164}; azimut=80.000000; id=983; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_86"; init="t1_1_86 addEventHandler [""hit"", {t1_1_86 setDammage -4000}]; t1_1_86 addEventHandler [""dammaged"", {t1_1_86 setDammage -4000}];"; }; class Item858 { position[]={14244.768555,38.880001,12725.526367}; azimut=80.000000; id=984; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_87"; init="t1_1_87 addEventHandler [""hit"", {t1_1_87 setDammage -4000}]; t1_1_87 addEventHandler [""dammaged"", {t1_1_87 setDammage -4000}];"; }; class Item859 { position[]={14244.333984,38.880001,12727.977539}; azimut=80.000000; id=985; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_88"; init="t1_1_88 addEventHandler [""hit"", {t1_1_88 setDammage -4000}]; t1_1_88 addEventHandler [""dammaged"", {t1_1_88 setDammage -4000}];"; }; class Item860 { position[]={14243.897461,38.880001,12730.432617}; azimut=80.000000; id=986; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_89"; init="t1_1_89 addEventHandler [""hit"", {t1_1_89 setDammage -4000}]; t1_1_89 addEventHandler [""dammaged"", {t1_1_89 setDammage -4000}];"; }; class Item861 { position[]={14243.460938,38.880001,12732.864258}; azimut=80.000000; id=987; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_90"; init="t1_1_90 addEventHandler [""hit"", {t1_1_90 setDammage -4000}]; t1_1_90 addEventHandler [""dammaged"", {t1_1_90 setDammage -4000}];"; }; class Item862 { position[]={14243.026367,38.880001,12735.320313}; azimut=80.000000; id=988; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_91"; init="t1_1_91 addEventHandler [""hit"", {t1_1_91 setDammage -4000}]; t1_1_91 addEventHandler [""dammaged"", {t1_1_91 setDammage -4000}];"; }; class Item863 { position[]={14242.590820,38.880001,12737.750000}; azimut=80.000000; id=989; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_92"; init="t1_1_92 addEventHandler [""hit"", {t1_1_92 setDammage -4000}]; t1_1_92 addEventHandler [""dammaged"", {t1_1_92 setDammage -4000}];"; }; class Item864 { position[]={14242.177734,38.880001,12740.180664}; azimut=80.000000; id=990; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_93"; init="t1_1_93 addEventHandler [""hit"", {t1_1_93 setDammage -4000}]; t1_1_93 addEventHandler [""dammaged"", {t1_1_93 setDammage -4000}];"; }; class Item865 { position[]={14241.743164,38.880001,12742.588867}; azimut=80.000000; id=991; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_94"; init="t1_1_94 addEventHandler [""hit"", {t1_1_94 setDammage -4000}]; t1_1_94 addEventHandler [""dammaged"", {t1_1_94 setDammage -4000}];"; }; class Item866 { position[]={14241.329102,38.880001,12744.972656}; azimut=80.000000; id=992; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_95"; init="t1_1_95 addEventHandler [""hit"", {t1_1_95 setDammage -4000}]; t1_1_95 addEventHandler [""dammaged"", {t1_1_95 setDammage -4000}];"; }; class Item867 { position[]={14240.895508,38.880001,12747.289063}; azimut=80.000000; id=993; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_96"; init="t1_1_96 addEventHandler [""hit"", {t1_1_96 setDammage -4000}]; t1_1_96 addEventHandler [""dammaged"", {t1_1_96 setDammage -4000}];"; }; class Item868 { position[]={14242.963867,41.454468,12748.118164}; azimut=170.000000; id=994; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_97"; init="t1_1_97 addEventHandler [""hit"", {t1_1_97 setDammage -4000}]; t1_1_97 addEventHandler [""dammaged"", {t1_1_97 setDammage -4000}];"; }; class Item869 { position[]={14245.344727,41.454468,12748.543945}; azimut=170.000000; id=995; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_98"; init="t1_1_98 addEventHandler [""hit"", {t1_1_98 setDammage -4000}]; t1_1_98 addEventHandler [""dammaged"", {t1_1_98 setDammage -4000}];"; }; class Item870 { position[]={14247.806641,41.454468,12748.952148}; azimut=170.000000; id=996; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_99"; init="t1_1_99 addEventHandler [""hit"", {t1_1_99 setDammage -4000}]; t1_1_99 addEventHandler [""dammaged"", {t1_1_99 setDammage -4000}];"; }; class Item871 { position[]={14250.247070,41.454468,12749.377930}; azimut=170.000000; id=997; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_100"; init="t1_1_100 addEventHandler [""hit"", {t1_1_100 setDammage -4000}]; t1_1_100 addEventHandler [""dammaged"", {t1_1_100 setDammage -4000}];"; }; class Item872 { position[]={14252.667969,41.454468,12749.787109}; azimut=170.000000; id=998; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_101"; init="t1_1_101 addEventHandler [""hit"", {t1_1_101 setDammage -4000}]; t1_1_101 addEventHandler [""dammaged"", {t1_1_101 setDammage -4000}];"; }; class Item873 { position[]={14255.086914,41.454468,12750.211914}; azimut=170.000000; id=999; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_102"; init="t1_1_102 addEventHandler [""hit"", {t1_1_102 setDammage -4000}]; t1_1_102 addEventHandler [""dammaged"", {t1_1_102 setDammage -4000}];"; }; class Item874 { position[]={14257.490234,41.454468,12750.639648}; azimut=170.000000; id=1000; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_103"; init="t1_1_103 addEventHandler [""hit"", {t1_1_103 setDammage -4000}]; t1_1_103 addEventHandler [""dammaged"", {t1_1_103 setDammage -4000}];"; }; class Item875 { position[]={14259.909180,38.880001,12751.046875}; azimut=170.000000; id=1001; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_104"; init="t1_1_104 addEventHandler [""hit"", {t1_1_104 setDammage -4000}]; t1_1_104 addEventHandler [""dammaged"", {t1_1_104 setDammage -4000}];"; }; class Item876 { position[]={14261.317383,38.880001,12751.271484}; azimut=170.000000; id=1002; side="EMPTY"; vehicle="Wall1"; skill=0.600000; text="t1_1_105"; init="t1_1_105 addEventHandler [""hit"", {t1_1_105 setDammage -4000}]; t1_1_105 addEventHandler [""dammaged"", {t1_1_105 setDammage -4000}];"; }; class Item877 { position[]={14211.251953,41.361553,12370.989258}; id=1003; side="EMPTY"; vehicle="FlagCarrierNorth"; leader=1; lock="LOCKED"; skill=0.600000; text="carflag1"; init="carflag1 addEventHandler [""hit"", {carflag1 setDammage -4000000}]; carflag1 addEventHandler [""dammaged"", {carflag1 setDammage -4000000}];this setFlagTexture ""autoshop.jpg""; call compile ""[""""licht"""", this, 0.1] execvm """"flagLight.sqf"""";"";"; }; }; class Markers { items=272; class Item0 { position[]={14196.243164,54.990002,11854.844727}; name="police_area"; text="Military Base"; markerType="RECTANGLE"; type="Flag1"; colorName="ColorGreenAlpha"; a=130.000000; b=130.000000; angle=48.926727; }; class Item1 { position[]={12855.949219,0.600513,9510.533203}; name="teleport1"; type="Empty"; }; class Item2 { position[]={14274.918945,40.054543,12409.049805}; name="civsp"; text="Hospital"; markerType="RECTANGLE"; type="Flag"; colorName="ColorGreen"; a=20.000000; b=40.000000; }; class Item3 { position[]={14056.391602,42.759953,12663.752930}; name="workplace_1"; markerType="ELLIPSE"; type="Flag"; colorName="ColorYellow"; a=100.000000; b=100.000000; }; class Item4 { position[]={4538.735352,22.242632,15412.625977}; name="graveyard_1"; type="Empty"; angle=-29.376686; }; class Item5 { position[]={4556.214844,36.555622,15421.651367}; name="graveyard_2"; type="Empty"; angle=-29.376686; }; class Item6 { position[]={-753.073608,0.546363,-324.743164}; name="marker_dead"; type="Empty"; }; class Item7 { position[]={14057.663086,42.684807,12664.694336}; name="workplace1"; text="@STRM_mission_marker_workplace1"; type="Flag1"; colorName="ColorYellow"; a=0.700000; b=0.700000; }; class Item8 { position[]={17151.623047,0.974281,14436.070313}; name="boatshop"; text="@STRM_mission_marker_shop_boat"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item9 { position[]={14418.096680,44.341911,10678.294922}; name="rifleshop"; text="@STRM_mission_marker_shop_rifle"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item10 { position[]={18823.787109,38.012939,13686.018555}; name="streetrace"; text="@STRM_mission_marker_racestart"; type="Dot"; colorName="ColorYellow"; a=0.700000; b=0.700000; }; class Item11 { position[]={13275.547852,33.587387,11380.106445}; name="sportcarshop"; text="@STRM_mission_marker_shop_pickup"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item12 { position[]={14102.513672,39.959999,12489.339844}; name="university"; text="@STRM_mission_marker_university"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item13 { position[]={14266.957031,38.880001,12714.978516}; name="prisonspawn"; text="@STRM_mission_marker_jail"; type="Flag1"; colorName="ColorGreen"; a=0.700000; b=0.700000; }; class Item14 { position[]={17191.193359,40.375885,13580.875977}; name="drogenmarker3"; text="@STRM_mission_marker_lsddealer"; type="Flag1"; colorName="ColorRed"; a=0.700000; b=0.700000; }; class Item15 { position[]={12537.479492,169.919998,12701.147461}; name="drogenmarker1"; text="@STRM_mission_marker_marihuanadealer"; type="Flag1"; colorName="ColorRed"; a=0.700000; b=0.700000; }; class Item16 { position[]={8239.328125,4.720464,9498.102539}; name="1_14"; text="@STRM_mission_marker_terrorhideout"; type="Flag1"; colorName="ColorRed"; a=0.700000; b=0.700000; }; class Item17 { position[]={19220.072266,11.946045,14030.646484}; name="airport"; text="@STRM_mission_marker_shop_air"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item18 { position[]={14698.036133,43.965000,10745.086914}; name="workplace2"; text="@STRM_mission_marker_workplace2"; type="Flag1"; colorName="ColorYellow"; a=0.700000; b=0.700000; }; class Item19 { position[]={14701.602539,43.965000,10745.817383}; name="workplace_2"; markerType="ELLIPSE"; type="Flag"; colorName="ColorYellow"; a=100.000000; b=100.000000; }; class Item20 { position[]={19209.449219,4.995000,13607.444336}; name="workplace_3"; markerType="ELLIPSE"; type="Flag"; colorName="ColorYellow"; a=100.000000; b=100.000000; }; class Item21 { position[]={14469.231445,54.654011,12163.274414}; name="1_12_1"; text="@STRM_mission_marker_refuelstation"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; angle=45.000000; }; class Item22 { position[]={19213.724609,4.995000,13609.892578}; name="workplace3"; text="@STRM_mission_marker_workplace3"; type="Flag1"; colorName="ColorYellow"; a=0.700000; b=0.700000; }; class Item23 { position[]={14221.262695,54.990002,11876.912109}; name="policebase"; text="@STRM_mission_marker_policestation"; type="Flag1"; colorName="ColorGreen"; a=0.700000; b=0.700000; angle=3.398831; }; class Item24 { position[]={14589.791016,55.961887,11852.473633}; name="1_12_1_1"; text="@STRM_mission_marker_shop_handgun"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item25 { position[]={14395.282227,39.959999,12496.349609}; name="Equipmentshop"; text="@STRM_mission_marker_shop_equipment"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item26 { position[]={14209.302734,41.434181,12368.617188}; name="carshop"; text="@STRM_mission_marker_shop_car"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item27 { position[]={17746.984375,64.980003,12419.270508}; name="shop3"; text="@STRM_mission_marker_shop_3"; type="Flag1"; colorName="ColorYellow"; a=0.700000; b=0.700000; }; class Item28 { position[]={13218.117188,28.492390,11493.118164}; name="shop2"; text="@STRM_mission_marker_shop_2"; type="Flag1"; colorName="ColorYellow"; a=0.700000; b=0.700000; }; class Item29 { position[]={17128.730469,13.442712,14299.514648}; name="shop1"; text="@STRM_mission_marker_shop_1"; type="Flag1"; colorName="ColorYellow"; a=0.700000; b=0.700000; }; class Item30 { position[]={13907.545898,37.827103,12640.183594}; name="truckshop"; text="@STRM_mission_marker_shop_truck"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item31 { position[]={14165.922852,54.612823,11736.785156}; name="deadspawn"; type="Empty"; angle=149.455795; }; class Item32 { position[]={11250.597656,29.314247,12346.811523}; name="streetrace finish"; text="@STRM_mission_marker_racefinish"; type="Dot"; colorName="ColorYellow"; a=0.700000; b=0.700000; angle=2.087730; }; class Item33 { position[]={13723.370117,27.122200,10617.614258}; name="drogenmarker2_1"; text="@STRM_mission_marker_cocaindealer"; type="Flag1"; colorName="ColorRed"; a=0.700000; b=0.700000; }; class Item34 { position[]={14900.534180,49.108063,13737.442383}; name="Delivery1"; text="@STRM_mission_marker_deliverypoint1"; type="Dot"; a=0.700000; b=0.700000; }; class Item35 { position[]={13754.567383,34.965000,11518.226563}; name="Delivery2"; text="@STRM_mission_marker_deliverypoint2"; type="Dot"; a=0.700000; b=0.700000; }; class Item36 { position[]={15401.646484,22.417297,13732.404297}; name="Delivery3"; text="@STRM_mission_marker_deliverypoint3"; type="Dot"; a=0.700000; b=0.700000; }; class Item37 { position[]={14375.044922,39.959999,12621.856445}; name="Delivery4"; text="@STRM_mission_marker_deliverypoint4"; type="Dot"; a=0.700000; b=0.700000; }; class Item38 { position[]={14308.222656,43.599842,10623.583984}; name="Delivery5"; text="@STRM_mission_marker_deliverypoint5"; type="Dot"; a=0.700000; b=0.700000; }; class Item39 { position[]={13097.413086,25.964998,11262.006836}; name="Delivery6"; text="@STRM_mission_marker_deliverypoint6"; type="Dot"; a=0.700000; b=0.700000; }; class Item40 { position[]={18897.632813,30.676699,13859.913086}; name="deliverypoint7"; text="@STRM_mission_marker_deliverypoint7"; type="Dot"; a=0.700000; b=0.700000; }; class Item41 { position[]={17348.296875,13.410000,14293.488281}; name="Delivery8"; text="@STRM_mission_marker_deliverypoint8"; type="Dot"; a=0.700000; b=0.700000; }; class Item42 { position[]={14605.762695,55.555515,11886.820313}; name="Delivery9"; text="@STRM_mission_marker_deliverypoint9"; type="Dot"; a=0.700000; b=0.700000; }; class Item43 { position[]={13969.970703,27.477507,9866.608398}; name="Delivery10"; text="@STRM_mission_marker_deliverypoint10"; type="Dot"; a=0.700000; b=0.700000; }; class Item44 { position[]={14245.336914,39.959999,12638.050781}; name="carsales"; text="@STRM_mission_marker_sellcars"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item45 { position[]={14261.795898,38.880001,12759.034180}; name="jail_freemarker"; type="Empty"; angle=-56.925598; }; class Item46 { position[]={14204.483398,55.109962,11892.695313}; name="respawn_west"; type="Empty"; angle=311.626984; }; class Item47 { position[]={14302.976563,39.959999,12416.727539}; name="Bank"; type="Dot"; colorName="ColorGreen"; a=0.700000; b=0.700000; }; class Item48 { position[]={15388.533203,22.862761,13783.896484}; name="bankflagmarker_1"; type="Dot"; colorName="ColorGreen"; a=0.700000; b=0.700000; }; class Item49 { position[]={17168.197266,13.455000,14316.111328}; name="bankflagmarker_2"; type="Dot"; colorName="ColorGreen"; }; class Item50 { position[]={18930.521484,24.760263,13930.061523}; name="bankflagmarker_3"; type="Dot"; colorName="ColorGreen"; a=0.700000; b=0.700000; }; class Item51 { position[]={14405.075195,40.314159,10835.923828}; name="bankflagmarker_4"; type="Dot"; colorName="ColorGreen"; a=0.700000; b=0.700000; }; class Item52 { position[]={13226.194336,25.965000,11334.919922}; name="bankflagmarker_5"; type="Dot"; colorName="ColorGreen"; a=0.700000; b=0.700000; }; class Item53 { position[]={14273.582031,39.959999,12405.811523}; name="Bank_1"; text="@STRM_mission_marker_civhospital"; type="Dot"; colorName="ColorYellow"; a=0.700000; b=0.700000; }; class Item54 { position[]={4568.499023,43.733360,15400.509766}; name="respawn_civilian"; type="Empty"; colorName="ColorBlack"; angle=-29.376686; }; class Item55 { position[]={8245.250000,6.127748,9552.468750}; name="terror_sperrgebiet"; markerType="ELLIPSE"; type="Flag"; colorName="ColorRed"; a=200.000000; b=200.000000; angle=42.231899; }; class Item56 { position[]={8915.420898,0.422973,22510.773438}; name="bases"; text="@STRM_mission_gruen_fahne"; type="Flag1"; colorName="ColorGreen"; }; class Item57 { position[]={8913.221680,0.413374,21817.410156}; name="banks"; text="@STRM_mission_gruen_punkt"; type="Dot"; colorName="ColorGreen"; }; class Item58 { position[]={8915.448242,0.276530,22370.769531}; name="gelb"; text="@STRM_mission_gelb_fahne"; type="Flag1"; colorName="ColorYellow"; }; class Item59 { position[]={8279.510742,6.975000,9611.373047}; name="marker_terrorvehicle"; text="@STRM_mission_marker_terrorvehicle"; type="Flag1"; colorName="ColorRed"; a=0.700000; b=0.700000; }; class Item60 { position[]={8899.137695,0.432590,21432.593750}; name="rot_punkt"; text="@STRM_mission_rot_punkt"; type="Dot"; colorName="ColorRed"; }; class Item61 { position[]={8914.217773,0.387709,22046.691406}; name="rot_flagge"; text="@STRM_mission_rot_fahne"; type="Flag1"; colorName="ColorRed"; }; class Item62 { position[]={8901.813477,0.636622,21626.941406}; name="gelb_punkt"; text="@STRM_mission_gelb_punkt"; type="Dot"; colorName="ColorYellow"; }; class Item63 { position[]={14012.698242,56.474998,12796.913086}; name="rathausmarker"; text="@STRM_mission_marker_rathaus"; type="Dot"; colorName="ColorYellow"; a=0.700000; b=0.700000; }; class Item64 { position[]={8884.187500,0.645808,20701.583984}; name="andere_marker"; text="@STRM_mission_weiss_punkt"; type="Dot"; colorName="ColorWhite"; }; class Item65 { position[]={8914.867188,0.465987,20319.517578}; name="civmarker_legende"; text="@STRM_mission_legende_civmarker"; type="Destroy"; colorName="ColorYellow"; }; class Item66 { position[]={8923.722656,0.491023,20129.021484}; name="543543"; text="@STRM_mission_legende_civmarker2"; type="Destroy"; colorName="ColorRed"; }; class Item67 { position[]={8917.660156,0.351409,19942.861328}; name="435"; text="@STRM_mission_legende_copmarker"; type="Destroy"; colorName="ColorBlue"; }; class Item68 { position[]={14636.121094,55.537354,11875.986328}; name="carsales_1"; text="@STRM_mission_marker_sellcars"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item69 { position[]={8893.864258,0.446226,21024.714844}; name="4325345"; text="@STRM_mission_marker_garage"; type="Dot"; colorName="ColorBlack"; }; class Item70 { position[]={14447.652344,54.402878,12146.778320}; name="arbeitermarker"; text="@STRM_mission_marker_arbeiter"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item71 { position[]={13681.655273,30.607391,11204.058594}; name="farmareamarker"; markerType="ELLIPSE"; type="Flag"; colorName="ColorWhite"; a=250.000000; b=250.000000; }; class Item72 { position[]={14279.282227,38.024418,10845.196289}; name="harvestsellmarker"; text="@STRM_mission_marker_farmingsell"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item73 { position[]={13308.329102,54.686268,12660.982422}; name="waldmarker"; text="@STRM_mission_marker_forest"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item74 { position[]={13302.994141,57.024029,12655.649414}; name="waldgebiet"; markerType="RECTANGLE"; type="Flag"; colorName="ColorWhite"; a=250.000000; b=250.000000; }; class Item75 { position[]={20015.933594,0.329507,13940.151367}; name="fishareamarker_1"; markerType="ELLIPSE"; type="Flag"; colorName="ColorWhite"; a=300.000000; b=300.000000; }; class Item76 { position[]={20011.242188,0.382725,13946.488281}; name="fishareamarkername_1"; text="@STRM_mission_marker_fishing"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item77 { position[]={13697.354492,30.524544,11197.489258}; name="harvestmarkername"; text="@STRM_mission_marker_farming"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item78 { position[]={18960.996094,30.360542,13790.566406}; name="res1"; type="Dot"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item79 { position[]={17317.753906,13.455000,14220.952148}; name="res1_1"; type="Dot"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item80 { position[]={13084.502930,25.965000,11282.998047}; name="res1_2"; type="Dot"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item81 { position[]={14450.777344,41.805000,10889.018555}; name="res1_3"; type="Dot"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item82 { position[]={8903.561523,0.256078,21217.105469}; name="andere_marker_1"; text="@STRM_mission_legende_restaurante"; type="Dot"; colorName="ColorBlue"; }; class Item83 { position[]={17377.373047,20.571606,14161.688477}; name="4325345_1"; type="Dot"; colorName="ColorBlack"; a=0.700000; b=0.700000; }; class Item84 { position[]={14274.385742,38.880001,12744.164063}; name="4325345_1_1"; type="Dot"; colorName="ColorBlack"; a=0.700000; b=0.700000; }; class Item85 { position[]={18821.845703,37.004745,13643.598633}; name="4325345_1_2"; type="Dot"; colorName="ColorBlack"; a=0.700000; b=0.700000; }; class Item86 { position[]={13747.619141,29.505486,12846.137695}; name="heavyweaponshop_1"; text="@STRM_mission_marker_fac_res"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item87 { position[]={17359.265625,13.455000,14134.538086}; name="heavyweaponshop_1_1"; text="@STRM_mission_marker_fac_vehicle"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item88 { position[]={17738.125000,64.980003,12371.125000}; name="heavyweaponshop_1_1_1"; text="@STRM_mission_marker_fac_item"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item89 { position[]={11877.522461,153.000000,15372.727539}; name="heavyweaponshop_1_2"; text="@STRM_mission_marker_fac_weapon"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item90 { position[]={17701.705078,65.485939,12402.137695}; name="erzmine1"; type="Empty"; }; class Item91 { position[]={14726.673828,51.434502,11169.964844}; name="siliziummine1"; type="Empty"; }; class Item92 { position[]={12432.839844,188.316071,13406.757813}; name="kupfermine1"; type="Empty"; }; class Item93 { position[]={15073.255859,118.766388,12327.626953}; name="Schwefelmine1"; type="Empty"; }; class Item94 { position[]={13360.287109,19.891041,10700.345703}; name="kohlemine1"; type="Empty"; }; class Item95 { position[]={8956.868164,34.965000,6050.871582}; name="oelquelle1"; type="Empty"; }; class Item96 { position[]={14221.689453,9.990000,10553.316406}; name="sandgrube1"; type="Empty"; }; class Item97 { position[]={17701.615234,65.489105,12402.126953}; name="erzmine_marker"; text="@STRM_mission_marker_mine_erz"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item98 { position[]={12428.056641,188.466385,13407.366211}; name="kupfermine_marker"; text="@STRM_mission_marker_mine_kupfer"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item99 { position[]={14720.226563,51.227581,11165.720703}; name="siliziummine_marker"; text="@STRM_mission_marker_mine_silizium"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item100 { position[]={15085.689453,122.979446,12323.389648}; name="Schwefelmine_marker"; text="@STRM_mission_marker_mine_schwefel"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item101 { position[]={13362.228516,19.896399,10702.433594}; name="kohlemine_marker"; text="@STRM_mission_marker_mine_kohle"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item102 { position[]={8960.385742,34.965000,6055.168457}; name="oelquelle_marker"; text="@STRM_mission_marker_mine_oel"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item103 { position[]={14225.528320,9.990000,10551.290039}; name="sandgrube_marker"; text="@STRM_mission_marker_mine_sand"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item104 { position[]={14654.703125,91.340431,12835.842773}; name="wald_marker1"; text="@STRM_mission_marker_mine_holz"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item105 { position[]={15102.001953,86.865005,13484.335938}; name="wald_marker2"; text="@STRM_mission_marker_mine_holz"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item106 { position[]={13691.424805,30.248215,11191.672852}; name="farmarea"; type="Empty"; }; class Item107 { position[]={8915.801758,0.276800,22210.976563}; name="blau_1"; text="@STRM_mission_blau_fahne"; type="Flag1"; colorName="ColorBlue"; }; class Item108 { position[]={14273.974609,38.880001,12753.747070}; name="4325345_1_1_1"; type="Dot"; colorName="ColorBlack"; a=0.700000; b=0.700000; }; class Item109 { position[]={13944.677734,27.934256,9819.648438}; name="taximarker1"; type="Empty"; }; class Item110 { position[]={14332.252930,39.959999,12495.617188}; name="taximarker2"; type="Empty"; }; class Item111 { position[]={14639.818359,55.816273,11850.843750}; name="taximarker4"; type="Empty"; }; class Item112 { position[]={14615.435547,43.965000,10598.579102}; name="taximarker5"; type="Empty"; }; class Item113 { position[]={14286.395508,43.311718,10458.391602}; name="taximarker16"; type="Empty"; }; class Item114 { position[]={19179.041016,11.970000,13929.630859}; name="taximarker10"; type="Empty"; }; class Item115 { position[]={13960.445313,27.853951,9870.569336}; name="taximarker6"; type="Empty"; }; class Item116 { position[]={13427.125977,26.245279,11039.488281}; name="taximarker17"; type="Empty"; }; class Item117 { position[]={12518.290039,184.921921,13494.520508}; name="taximarker11"; type="Empty"; }; class Item118 { position[]={10904.382813,24.975000,12580.867188}; name="taximarker7"; type="Empty"; }; class Item119 { position[]={18929.955078,27.105675,13866.104492}; name="taximarker18"; type="Empty"; }; class Item120 { position[]={14070.806641,46.121170,12874.238281}; name="taximarker12"; type="Empty"; }; class Item121 { position[]={17209.710938,14.046556,14075.026367}; name="taximarker8"; type="Empty"; }; class Item122 { position[]={14447.748047,41.805000,10925.647461}; name="taximarker19"; type="Empty"; }; class Item123 { position[]={15400.891602,22.327215,13766.369141}; name="taximarker13"; type="Empty"; }; class Item124 { position[]={13748.751953,34.732979,11487.564453}; name="taximarker9"; type="Empty"; }; class Item125 { position[]={17282.580078,36.551384,13576.113281}; name="taximarker20"; type="Empty"; }; class Item126 { position[]={13231.869141,25.965000,11350.288086}; name="taximarker15"; type="Empty"; }; class Item127 { position[]={17749.591797,64.980003,12403.632813}; name="taximarker14"; type="Empty"; }; class Item128 { position[]={17306.400391,13.455000,14267.644531}; name="taximarker3"; type="Empty"; }; class Item129 { position[]={14346.401367,42.575855,10728.417969}; name="1_12_1_1_1"; text="@STRM_mission_marker_shop_smg"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item130 { position[]={14287.762695,47.998573,13003.800781}; name="airport_1"; text="@STRM_mission_marker_shop_air_small"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item131 { position[]={13719.954102,28.905500,12612.469727}; name="shooting_range_bagango"; text="@STRM_mission_marker_bagango_shooting_range"; type="Dot"; colorName="ColorYellow"; a=0.700000; b=0.700000; }; class Item132 { position[]={14221.827148,48.465000,9307.453125}; name="taximarker21"; type="Empty"; }; class Item133 { position[]={12265.174805,179.308945,14936.286133}; name="taximarker22"; type="Empty"; }; class Item134 { position[]={13398.601563,19.880566,9257.901367}; name="taximarker25"; type="Empty"; }; class Item135 { position[]={16311.262695,27.796276,9314.685547}; name="yomie_spawn"; text="[50, 'C', 'INFINITE']"; markerType="ELLIPSE"; type="Flag"; colorName="ColorRed"; a=600.000000; b=600.000000; }; class Item136 { position[]={16340.976563,21.896227,9262.551758}; name="Verseuchte Zone"; text="@STRM_verseuchte_zone"; type="Dot"; colorName="ColorBlack"; a=0.700000; b=0.700000; }; class Item137 { position[]={16312.147461,28.194288,9316.884766}; name="Zone"; markerType="ELLIPSE"; type="Flag"; colorName="ColorRed"; a=600.000000; b=600.000000; }; class Item138 { position[]={17719.451172,64.997269,12393.120117}; name="drugstop1"; type="Empty"; angle=43.826084; }; class Item139 { position[]={15413.760742,36.133282,13325.128906}; name="drugstop2"; type="Empty"; angle=-42.057449; }; class Item140 { position[]={17301.638672,13.455000,14119.566406}; name="drugstop3"; type="Empty"; angle=57.131870; }; class Item141 { position[]={19204.468750,4.995000,13645.853516}; name="drugstop4"; type="Empty"; angle=98.275940; }; class Item142 { position[]={15668.371094,61.462185,13837.601563}; name="drugstop5"; type="Empty"; }; class Item143 { position[]={14884.703125,48.714775,13749.755859}; name="drugstop6"; type="Empty"; }; class Item144 { position[]={15277.632813,28.529978,14073.584961}; name="drugstop7"; type="Empty"; }; class Item145 { position[]={11539.477539,251.909531,14444.165039}; name="drugstop8"; type="Empty"; }; class Item146 { position[]={12367.441406,180.000000,15000.776367}; name="drugstop9"; type="Empty"; }; class Item147 { position[]={14419.492188,34.571911,8633.748047}; name="drugstop10"; type="Empty"; }; class Item148 { position[]={14620.528320,74.970001,9512.144531}; name="drugstop11"; type="Empty"; }; class Item149 { position[]={14135.693359,46.379711,11611.798828}; name="drugstop12"; type="Empty"; }; class Item150 { position[]={13574.008789,11.889515,8749.562500}; name="drugstop13"; type="Empty"; }; class Item151 { position[]={13423.077148,26.226749,11038.651367}; name="drugstop15"; type="Empty"; angle=64.970802; }; class Item152 { position[]={12235.581055,211.771179,13358.634766}; name="drugstop16"; type="Empty"; angle=83.523102; }; class Item153 { position[]={14205.406250,39.959999,12573.218750}; name="drugstop17"; type="Empty"; angle=83.523102; }; class Item154 { position[]={14436.233398,55.519543,12323.669922}; name="real_estate1"; text="@STRM_mission_marker_realestate"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item155 { position[]={14417.800781,45.836712,11127.324219}; name="drugstop18"; type="Empty"; angle=83.523102; }; class Item156 { position[]={13497.875000,27.625338,11532.426758}; name="tanke2"; text="@STRM_mission_marker_refuelstation"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; angle=45.000000; }; class Item157 { position[]={17199.724609,20.586206,13998.827148}; name="tanke3"; text="@STRM_mission_marker_refuelstation"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; angle=45.000000; }; class Item158 { position[]={12204.468750,213.978119,13358.583984}; name="ressource_1"; text="@STRM_mission_marker_ressourceshop"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item159 { position[]={16241.457031,49.475555,9442.235352}; name="goldmine_marker"; text="Gold Mine"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item160 { position[]={14099.577148,36.860912,11491.386719}; name="taximarker26"; type="Empty"; }; class Item161 { position[]={13882.398438,27.668636,9628.563477}; name="1_12_1_2"; text="@STRM_mission_marker_refuelstation"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; angle=45.000000; }; class Item162 { position[]={15013.459961,42.073364,13953.425781}; name="1_12_1_4"; text="@STRM_mission_marker_refuelstation"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; angle=45.000000; }; class Item163 { position[]={13534.584961,19.980000,10428.042969}; name="airport_2"; text="@STRM_mission_marker_shop_air_small"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item164 { position[]={13569.007813,24.281218,9727.583008}; 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colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item176 { position[]={13454.770508,20.070505,9031.034180}; name="Bank_2"; type="Dot"; colorName="ColorGreen"; a=0.700000; b=0.700000; }; class Item177 { position[]={8289.395508,6.660468,9550.680664}; name="Bank_2_1"; type="Dot"; colorName="ColorGreen"; a=0.700000; b=0.700000; angle=-62.964336; }; class Item178 { position[]={14473.623047,0.413726,7688.743652}; name="fishareamarker_1_1"; markerType="ELLIPSE"; type="Flag"; colorName="ColorWhite"; a=300.000000; b=300.000000; }; class Item179 { position[]={14468.931641,0.274095,7695.081543}; name="fishareamarkername_2"; text="@STRM_mission_marker_fishing"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item180 { position[]={11031.455078,0.542291,11507.902344}; name="fishareamarker_1_1"; markerType="ELLIPSE"; type="Flag"; colorName="ColorWhite"; a=300.000000; b=300.000000; }; class Item181 { position[]={11010.527344,0.488380,11514.242188}; name="fishareamarkername_whale"; 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}; class Item205 { position[]={12836.479492,0.172740,10484.869141}; name="saltwaterareamarker2"; markerType="ELLIPSE"; type="Flag"; colorName="ColorWhite"; a=200.000000; b=200.000000; }; class Item206 { position[]={11961.200195,0.338173,11086.180664}; name="saltwaterareamarker3"; markerType="ELLIPSE"; type="Flag"; colorName="ColorWhite"; a=300.000000; b=300.000000; }; class Item207 { position[]={17229.693359,0.570588,15633.541016}; name="saltwaterareamarker1_1"; markerType="ELLIPSE"; type="Flag"; colorName="ColorWhite"; a=500.000000; b=500.000000; }; class Item208 { position[]={12964.483398,21.959999,11307.627930}; name="wasseraufbereitungsmarker1"; text="@STRM_mission_marker_fac_water"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item209 { position[]={14390.223633,45.163528,11134.130859}; name="foodfabrikmarker1"; text="@STRM_mission_marker_fac_food"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item210 { position[]={8883.838867,0.585302,20551.734375}; name="andere_marker_2"; text="@STRM_mission_weiss_punkt_tanke"; type="Dot"; colorName="ColorWhite"; angle=45.000000; }; class Item211 { position[]={8881.670898,0.467743,20868.603516}; name="4325345_2"; text="@STRM_mission_marker_despawn"; type="Dot"; colorName="ColorBlack"; angle=45.000000; }; class Item212 { position[]={14298.058594,44.188820,12895.712891}; name="despawn_free"; type="Dot"; colorName="ColorBlack"; a=0.700000; b=0.700000; angle=45.000000; }; class Item213 { position[]={14337.672852,39.959999,12428.448242}; name="despawn_free_1"; type="Dot"; colorName="ColorBlack"; a=0.700000; b=0.700000; angle=45.000000; }; class Item214 { position[]={13526.458984,20.060730,10459.083984}; name="despawn_free_2"; type="Dot"; colorName="ColorBlack"; a=0.700000; b=0.700000; angle=-134.114548; }; class Item215 { position[]={14439.863281,52.667355,12072.437500}; name="grapes_red1"; text="@STRM_weinberg_rot_norm"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item216 { position[]={12017.847656,53.622498,6969.254395}; name="grapes_white1"; text="@STRM_weinberg_weiss_norm"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item217 { position[]={11466.965820,12.369899,5505.605957}; name="grapes_whitehq1"; text="@STRM_weinberg_weiss_high"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item218 { position[]={9471.211914,32.019360,5284.813477}; name="grapes_redhigh1"; text="@STRM_weinberg_rot_high"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item219 { position[]={9297.703125,19.521441,5422.151855}; name="grapes_redhigh2"; text="@STRM_weinberg_rot_high"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item220 { position[]={9173.322266,17.992218,5403.378906}; name="grapes_redhigh3"; type="Empty"; }; class Item221 { position[]={11341.246094,15.531346,5434.583984}; name="grapes_whitehq2"; type="Empty"; }; class Item222 { position[]={11243.618164,11.664762,5355.617676}; name="grapes_whitehq3"; type="Empty"; }; class Item223 { position[]={15476.921875,33.409935,9264.523438}; name="hopfenernte_marker1"; text="@STRM_hopfen_ernte"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item224 { position[]={15477.983398,33.490734,9272.705078}; name="hopefenareamarker"; markerType="ELLIPSE"; type="Flag"; colorName="ColorWhite"; a=140.000000; b=140.000000; }; class Item225 { position[]={12933.306641,48.365387,8057.137207}; name="hopfenernte_marker2"; text="@STRM_hopfen_ernte"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item226 { position[]={12934.368164,48.388500,8057.732422}; name="hopefenareamarker2"; markerType="ELLIPSE"; type="Flag"; colorName="ColorWhite"; a=100.000000; b=100.000000; }; class Item227 { position[]={14295.508789,48.200630,13069.456055}; name="drugstop19"; type="Empty"; }; class Item228 { position[]={13397.289063,13.995000,7084.759277}; name="tabakernte_marker1"; text="@STRM_tabak_ernte"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; }; class Item229 { position[]={13398.350586,13.995000,7085.354492}; name="tabakareamarker1"; markerType="ELLIPSE"; type="Flag"; colorName="ColorWhite"; a=100.000000; b=100.000000; }; class Item230 { position[]={13588.431641,19.980000,9121.013672}; name="constructionshop_marker_3"; text="@STRM_mission_marker_fac_alk"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item231 { position[]={14275.835938,39.959999,12553.579102}; name="cityshop"; text="@STRM_mission_marker_shop_bagango"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item232 { position[]={13275.102539,25.965000,11341.135742}; name="cityshop_1"; text="@STRM_mission_marker_shop_mercalillo"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item233 { position[]={14423.665039,40.748840,10840.925781}; name="cityshop_2"; text="@STRM_mission_marker_shop_obregan"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item234 { position[]={13454.786133,20.069681,9196.242188}; name="cityshop_3"; text="@STRM_mission_marker_shop_corazol"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item235 { position[]={12489.726563,180.000000,15011.760742}; name="cityshop_4"; text="@STRM_mission_marker_shop_eponia"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item236 { position[]={17229.898438,13.491296,14316.130859}; name="cityshop_5"; text="@STRM_mission_marker_shop_masbete"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item237 { position[]={18970.316406,22.365803,13955.002930}; name="cityshop_6"; text="@STRM_mission_marker_shop_pita"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item238 { position[]={4874.752441,31.195900,15672.674805}; name="Finish_marker"; type="Empty"; }; class Item239 { position[]={14266.307617,45.403465,12949.152344}; name="bagangoairtaxi"; type="Empty"; }; class Item240 { position[]={13560.176758,19.982479,10397.949219}; name="mercalilloairtaxi"; type="Empty"; }; class Item241 { position[]={9799.877930,139.994995,10092.842773}; name="paraisoairtaxi"; type="Empty"; }; class Item242 { position[]={2544.072266,13.905000,2815.201172}; name="rahmadiairtaxi"; type="Empty"; }; class Item243 { position[]={19255.335938,11.887401,14034.314453}; name="pitaairtaxi"; type="Empty"; }; class Item244 { position[]={13248.617188,16.713522,9288.811523}; name="corazolairtaxi"; type="Empty"; }; class Item245 { position[]={13472.416016,19.980000,8852.369141}; name="Border1"; type="Select"; colorName="ColorRed"; a=0.700000; b=0.700000; }; class Item246 { position[]={13253.741211,7.716372,9013.692383}; name="Border1_1"; type="Select"; colorName="ColorRed"; a=0.700000; b=0.700000; }; class Item247 { position[]={13482.773438,11.970000,8754.849609}; name="Border1_2"; text=" "; type="Select"; colorName="ColorRed"; a=0.700000; b=0.700000; }; class Item248 { position[]={12430.304688,193.712799,14768.052734}; name="1_12_1_5"; text="@STRM_mission_marker_refuelstation"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; angle=45.000000; }; class Item249 { position[]={12428.196289,187.930328,14763.091797}; name="taximarker31"; type="Empty"; }; class Item250 { position[]={13965.842773,324.990082,15744.173828}; name="taximarker32"; type="Empty"; }; class Item251 { position[]={13986.231445,23.985178,16474.798828}; name="taximarker33"; type="Empty"; }; class Item252 { position[]={11165.537109,11.198801,16880.125000}; name="taximarker34"; type="Empty"; }; class Item253 { position[]={9859.456055,139.994995,9994.034180}; name="taximarker35"; type="Empty"; }; class Item254 { position[]={11860.994141,35.812054,7336.697754}; name="taximarker36"; type="Empty"; }; class Item255 { position[]={13865.927734,31.806679,10925.461914}; name="destructionderby_marker"; text="Destruction Derby"; type="Dot"; colorName="ColorYellow"; a=0.700000; b=0.700000; }; class Item256 { position[]={12290.723633,31.851074,6831.770508}; name="tanke2_1"; text="@STRM_mission_marker_refuelstation"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; angle=45.000000; }; class Item257 { position[]={11233.475586,31.024879,6109.791992}; name="tanke2_2"; text="@STRM_mission_marker_refuelstation"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; angle=45.000000; }; class Item258 { position[]={9433.747070,31.685516,5183.292969}; name="tanke2_3"; text="@STRM_mission_marker_refuelstation"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; angle=45.000000; }; class Item259 { position[]={9227.986328,52.039883,5837.094727}; name="tanke2_4"; text="@STRM_mission_marker_refuelstation"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; angle=45.000000; }; class Item260 { position[]={8473.091797,17.608023,9420.034180}; name="tanke2_5"; text="@STRM_mission_marker_refuelstation"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; angle=45.000000; }; class Item261 { position[]={9569.244141,144.874557,9817.912109}; name="tanke2_6"; text="@STRM_mission_marker_refuelstation"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; angle=45.000000; }; class Item262 { position[]={10932.093750,146.044846,9471.857422}; name="tanke2_7"; text="@STRM_mission_marker_refuelstation"; type="Dot"; colorName="ColorWhite"; a=0.700000; b=0.700000; angle=45.000000; }; class Item263 { position[]={9883.663086,139.994995,10002.473633}; name="Bank_2_1_1"; type="Dot"; colorName="ColorGreen"; a=0.700000; b=0.700000; angle=1.395538; }; class Item264 { position[]={12379.003906,19.393415,7298.651855}; name="Bank_2_1_1_1"; type="Dot"; colorName="ColorGreen"; a=0.700000; b=0.700000; angle=1.395538; }; class Item265 { position[]={9818.083984,139.994995,10092.462891}; name="airport_2_1"; text="@STRS_airtaxi_flag"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item266 { position[]={2551.740723,13.905000,2805.256592}; name="airport_2_2"; text="@STRS_airtaxi_flag"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item267 { position[]={10524.364258,122.985001,9704.208984}; name="carshop_1"; text="@STRM_mission_marker_shop_car"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item268 { position[]={10524.364258,122.985001,9704.208984}; name="carshop_1_1"; text="@STRM_mission_marker_shop_car"; type="Flag1"; colorName="ColorBlue"; a=0.700000; b=0.700000; }; class Item269 { position[]={12773.495117,43.965000,8075.079590}; name="illegalweaponsmarker_buy"; text="@STRM_mission_marker_illegalweapsbuy"; type="Flag1"; colorName="ColorRed"; a=0.700000; b=0.700000; }; class Item270 { position[]={17480.167969,29.428072,13262.672852}; name="illegalweaponsmarker_buy_1"; text="@STRM_mission_marker_illegalweapssell"; type="Flag1"; colorName="ColorRed"; a=0.700000; b=0.700000; }; class Item271 { position[]={12498.786133,179.802994,14950.294922}; name="Bank_2_2"; type="Dot"; colorName="ColorGreen"; a=0.700000; b=0.700000; }; }; class Sensors { items=10; class Item0 { position[]={12827.369141,0.570248,9507.994141}; a=0.000000; b=0.000000; repeating=1; age="UNKNOWN"; name="bombtrigger1"; expCond="bomb1 == 1"; expActiv="bomb1 = ""Bo_GBU12_LGB"" createVehicle getpos bombtrigger1;bomb3 = ""Bo_GBU12_LGB"" createVehicle getpos bombtrigger1; bomb1 = 0"; class Effects { }; }; class Item1 { position[]={12835.589844,0.504799,9508.386719}; a=0.000000; b=0.000000; repeating=1; age="UNKNOWN"; name="bombtrigger2"; expCond="bomb2 == 1"; expActiv="bomb2 = ""Bo_GBU12_LGB"" createVehicle getpos bombtrigger2; bomb4 = ""Bo_GBU12_LGB"" createVehicle getpos bombtrigger2; bomb2 = 0"; class Effects { }; }; class Item2 { position[]={8222.854492,4.628673,9508.624023}; a=0.000000; b=0.000000; angle=-190.724670; repeating=1; timeoutMin=10.000000; timeoutMid=10.000000; timeoutMax=10.000000; age="UNKNOWN"; expCond="getdammage hospitaltent2 > 0.7"; expActiv="hospitaltent2 setdammage 0"; class Effects { }; }; class Item3 { position[]={14486.486328,54.520710,12141.762695}; a=0.000000; b=0.000000; angle=-11.961500; repeating=1; timeoutMin=240.000000; timeoutMid=350.000000; timeoutMax=600.000000; interruptable=1; age="UNKNOWN"; expCond="(damage tankstelle_fahne1 > 0) or (damage tankstelle2 > 0) or (damage tankstelle3 > 0) or (damage tankstelle4 > 0) or (damage tankstelle5 > 0)"; expActiv="tantankstelle_fahne1 setdamage 0; tankstelle2 setdamage 0; tankstelle3 setdamage 0; tankstelle4 setdamage 0; tankstelle5 setdamage 0;"; class Effects { }; }; class Item4 { position[]={18823.458984,38.042709,13686.930664}; a=20.000000; b=20.000000; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="false"; class Effects { }; }; class Item5 { position[]={14149.751953,39.181389,12813.244141}; a=0.000000; b=0.000000; activationType="NOT PRESENT"; interruptable=1; age="UNKNOWN"; expCond="((isEngineOn ME_AS_1001) and (alive ME_AS_1001) and (fuel ME_AS_1001 >= 0.99))"; class Effects { titleType="TEXT"; title="@STRM_vehicle_stolen_ME_AS_1001"; }; }; class Item6 { position[]={13781.761719,31.572899,12551.723633}; a=0.000000; b=0.000000; angle=8.555240; repeating=1; timeoutMin=100.000000; timeoutMid=210.000000; timeoutMax=400.000000; interruptable=1; age="UNKNOWN"; expCond="(damage target_1 > 0) or (damage target_2 > 0) or (damage target_3 > 0) or (damage target_4 > 0) or (damage target_5 > 0) or (damage target_6 > 0) or (damage target_7 > 0) or (damage target_8 > 0) or (damage target_9 > 0) or (damage target_10 > 0) or (damage target_11 > 0) or (damage target_12 > 0) or (damage target_13 > 0) or (damage target_14 > 0) or (damage target_15 > 0) or (damage target_16 > 0) or (damage target_17 > 0) or (damage target_18 > 0) or (damage target_19 > 0)"; expActiv="target_1 setdamage 0; target_2 setdamage 0; target_3 setdamage 0; target_4 setdamage 0; target_5 setdamage 0; target_6 setdamage 0; target_7 setdamage 0; target_8 setdamage 0; target_9 setdamage 0; target_10 setdamage 0; target_11 setdamage 0; target_12 setdamage 0; target_13 setdamage 0; target_14 setdamage 0; target_15 setdamage 0; target_16 setdamage 0; target_17 setdamage 0; target_18 setdamage 0; target_19 setdamage 0;"; class Effects { }; }; class Item7 { position[]={13254.653320,7.716713,9013.893555}; a=10.000000; b=10.000000; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; expCond="this && !iscop"; expActiv="hint ""CAUTION ENTERING SOUTH SAHRANI -- NO MANS LAND--"""; class Effects { }; }; class Item8 { position[]={13479.458008,11.970000,8753.561523}; a=10.000000; b=10.000000; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; expCond="this && !iscop"; expActiv="hint ""CAUTION ENTERING SOUTH SAHRANI -- NO MANS LAND--"""; class Effects { }; }; class Item9 { position[]={13475.708984,19.980000,8853.111328}; a=10.000000; b=10.000000; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; expCond="this && !iscop"; expActiv="hint ""CAUTION ENTERING SOUTH SAHRANI -- NO MANS LAND--"""; class Effects { }; }; }; }; class Intro { addOns[]= { "sara" }; addOnsAuto[]= { "sara" }; randomSeed=8692739; class Intel { startWeather=0.100000; forecastWeather=0.300000; year=2007; month=6; day=7; hour=8; }; }; class OutroWin { addOns[]= { "sara" }; addOnsAuto[]= { "sara" }; randomSeed=16577539; class Intel { startWeather=0.100000; forecastWeather=0.300000; year=2007; month=6; day=7; hour=8; }; }; class OutroLoose { addOns[]= { "sara" }; addOnsAuto[]= { "sara" }; randomSeed=16558083; class Intel { startWeather=0.100000; forecastWeather=0.300000; year=2007; month=6; day=7; hour=8; }; }; JFIFddDucky;Adobed           s!1AQa"q2B#R3b$r%C4Scs5D'6Tdt& EFVU(eufv7GWgw8HXhx)9IYiy*:JZjzm!1AQa"q2#BRbr3$4CS%cs5DT &6E'dtU7()󄔤euFVfvGWgw8HXhx9IYiy*:JZjz ?n*UثTv\jӘa!'v}F8e7ce0nIk ~ֿW=8cV?"Uk{`sGku-1XTn}o 7X1,P)Ì2wvf݊v*UثWb]v*UثWb]v*UثWb]-$.5 =E;F?i~P#1}/ɖc\?ObP$6!}7o_'Ϳ:M#;?7~G}#g/)uyyVvdbuނj濴0 7[kKœM=z~\4 R6>Lf1{CN;W$2]#Wb]v*Uت}ZhzJk$(Q5ڜˈomfp 3'״&GӪ]i[Jidەt̜e^heY?.mLU6;$i#B5k5,s'پȆPq̘Dn}]i7G* zM*ScjNXF^Çga.(]{Cyb]v*UثWbQ6ڝAO/+x 3Uc=]av\r~6fƎuX!I DP QizoM&bEwpF*G i_~f*32]$cܿ7~E-KoV=7~EG/{?H<%6Q@fQŏ'ojck^=&־[ҥ}asp%Z7;P<:oY5G`|C|"%Ld_A-_/gs,R]Y6W{Jq@mN,,zܱmkKzm#'q$7ٷj's:db[jgB2^Gt9JGIw$r?&[<Rcxb]v*UثWbsċIrVjOg 8NH䐉 ^ܭv_ksOϸT`Z_독>Z? ]F7oC˸ |9w'xoׇCOq8|缵'IQUTV(b4F]3)N 5b|NuFXثWb]v*Uث6gs%&h;So'/as!-ex?̒/5]AsA1؊:Toc~C-f A>B1BRߠYsiqg7p%5ʸqŎMZ]>O wbo_S<˛=fCyIPA$T`{ ܶKh<7Mwky3Ēu0;O$EzarF29{ kh 0DvE ]̒_ntqc1@)݊v*UثWb]e_vwUUD ZD/f'(vFyDt Q^i[E1@z|U|eIp 0hxd@~*R¾۰M_#_0àyb]v*UتWĥݶ [1bI#'~YEw%IFXSq3]_/aK4@ͨRmsh5d58=6ڧ<}#!5~ci@[mVq܍6 `ݱ911.5O+ZҴSIYe5I.:\?{CGJ_ϞM4r^J"( x|s]PzOe]g.9 PH@yerK6^U ̎ 2'MַP'Bㆯw$VuGYhX8=GF9j|3 xe,E?{{G4baȝ|gD''Ӈ?7wwfK*6#>3͈[彯ǚ l6\'E/̗HUثWb][uQڝ[!ۤzɱZ4)SrzA^DfjJ\ OU&,,:#\7Ԅ^nqE:򍉡oS77zoi;?hYzW߳-xX愐!k9K%WZd޵R:Շfl*NfvmN!Ҽt3tPo"=Q?b6y^,Zy=]AI+ҫA8GiDKx^,'%?xEk=ܗKv*UثWb]dZFem_[M(I2JO8Sr{4{/6)ʧ.* hu6W:2#tpx:lyH}xqBW8nQOǧ"sf]v*UثWbWRXGujzeyqriG,y'{F/s隟S_;7m;߮q l)N)ݎ9Wo 5|Acs:FDy+o.WZ,^3IOPCrse&d>7uh [pfr?^چJc7F|ųn۱Wbe5<0S!"9"!ԵW2XuX$ijLK+Tsrpg{C.}˨wߕ%9& S2zFn1|ڜ\tU#S6UثWb]v*UثWb]v*UثUk4[Nݘ v^S!c<юSÌϓ.PFHd#n_99R~Oc,iNi,t4>"F>O'}c_i$<ǩ_U}^HnC/%~5WtIq9o5]k'^mx^q8/2L#gc$|DwMɐD'%m<qwmxk'^q8;ׁN6 q8;ׁN6 8;ׁqk6PUثWbWQR[9&w|0q.ߠ|1O i]ށǍ.@cƿw|1_˻>!)u~?R e?EtGbiԡ/xkGDRAY&DTԎ'.fEm)1tU`ҹ2~4oF;sQ~Ii`8J 8CE3 ”pNivd#HEHVm:)+l.2rO:xwT3>x?'obpKs[tޠߗg+{/(jю5ץv##@>[Fwy4}/HeG:ng c|./uʱ˂N2qt]eW!#u`Y}|RMwo v֎{[ B?P~]$M1I42h =-Uoҿ< Fqe.1w?Nm;_1؇?~`K8tݻ*~PDr"vSA^,:Gp}X8dȥ$^~)o̝\E-M4-f*X4 v%5;4 = H}49{i@ťt $w'|ܾnMO!AQ{5RyՌk.OʀN/N+tݡY#~~`՞`v`?m+xWV̝kOmS Z,|R&6/c7AJ0d[h/I$nf`G9P1C~"vR qGQJdxwnGF,v֘4|Yۚ3Nz}.$goȈnĭwSʘ䄣!>h82⟍ Y^hgIE]^5"L'Q1uᷴ[($LPF\ PK[X`1ˎu}R 5S@0jLT {Fy!/ܴ,r#(FfFh;l f9(To;M`Z\F 11"\QvڸxMW D%HEZim .u0u?4zҚƢ%D0NΝv'Y. 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Y&`&WUS٬&斏ketjJD]Hkg%E_ȸ p;۴`wn1f|lO>"O9fh-"\\Nw;} 2̝̓TYަqaWTZ vwo؁ a/ 'wkRs>d~FM{& |{=lh%>?;TǵZLAyApD LX]=փkYH`֐d;kDG?驯f?%66oosmmk%KGԥaSqN?hms-/#JtMpGe@k`.$àzJJ&é@jW[wOZw }߇o4]a/[d5mGomNyk#]-=ǝALd{/.1C6[zlh}4*COj7'p.[ډ!/sx?CI Dw{kI[JfopMa0:4Jֵͩq'@WwMIMgh2uLxopB#I@E!kI2\t555\ִY:`A6DI??G Sp q:s%R}O7m7)N5Gp|%,jnHKo p?HT!?N\\6 HP GLNp Г= 0) then { lbSetCurSel [1, (_liste select 1)]; }; _money = 'money' call INV_GetItemAmount; CtrlSetText [101, format [localize "STRS_bank_dialog_inventarmoney", (_money call ISSE_str_IntToStr)]]; CtrlSetText [102, format [localize "STRS_bank_dialoge_accountmoney", (Kontostand call ISSE_str_IntToStr)]]; buttonSetAction [10, format["[call compile lbData [1, lbCurSel 1], ctrlText 2, ""deposit""] execVM ""atmBankTransactions.sqf""; closedialog 0;"] ]; buttonSetAction [11, format["[ctrlText 6, 0, ""withdraw""] execVM ""atmBankTransactions.sqf""; closedialog 0;"] ]; while {ctrlVisible 1003} do { _money = 'money' call INV_GetItemAmount; _slider = ctrlText 2; if (!(_slider call ISSE_str_isInteger)) then {_slider = 0;}; _slider = _slider call ISSE_str_StrToInt; if (_slider < 0) then {_slider = 0;}; if (lbCurSel 1 == (_liste select 1)) then { CtrlSetText [4,""]; CtrlSetText [5,""]; } else { CtrlSetText [4, localize "STRS_bank_dialoge_tax"]; CtrlSetText [5, format ["$%1", ((round((_slider*100)/(100-bank_steuer))) call ISSE_str_IntToStr)]]; }; sleep 0.3;};JFIFddDucky<Adobed        !1QASaq"2BR#Tbr3DC!Q1ARa"q2BSrC ?P$@M $@M (*YD"qdԫZ2JQAF`PQAFY,7I7J%@ȩul-(MLn$4PdTemS"dU&Xc͈V3WYc aS0Kj1;x,Ex$8#8#8$pX8#ơ5 ea^8aW3,qgfNX e^91{12(lGchK׻a$diܳCZvّ3Jvn21h#qqquE 5*ٖ12e\S41(lG W S<16ͨbb)O| y_R-q^i{i!pfך^t_RUbwy{r*ܗ2?Ϟ^>'%<}JOY,EY%ӓiUE'nG94wYDȁ: )v9*tLĎ2w)aOOXKVm*+\W/{v헸iwe,w {5eGfU616&)]Nj_CJ.38Iݛ`:MVGۡOG$T#r2jޞt̎#=AOh9ޞѠd{IUyi: o d(d#8iqcH}$;cwLrK$bs;xF鱤{cFdnݴN#tWn*uc۸nNSoc|ڷ'\FzJ*PΎ$"K"/59v.^|Kv{a$>%w\w4m:Xt8}(tU{5I&\c:vow37{fCif'5%7S*G>S+dЧq8PkF(5bXdЍdo1B5*" **f iDZCk]vշ9;qҡWDF.Mvn:[zWwqީm&zKNYda=#=I&oaF*-!DTUb$8^# Eb[Sne53{gzK|.>vEo[zoE;jGrj3#kM1-&y}L~=ioz5wѶ*W#6#-{hòGM?sJ*Qqj4s=l{kHerSӹ*ιC",{K(eS'A3ٿmپt2>M/Jta-jn.'8E2UO#T> )$c8~&ì!? WC7myRa+cǖɷUSxLuG*(ͨz2EI*Rw:D4ehbM7ht,MQ׳}|{Hqm~Itzw23`vWTw?.^an䜠OcPYպͬuJQ/Dtc_su3'&̚MGtɡWp)!LسsIHܳpc\4w1UÙ\g'q˷IWy/Ofq-p:ښf~V2icrhz:WjgnԒhf4NVڎFM6m{&Ϲ&g&1d,VН w(mۿCb9Oi܎HKkXP5ީDӹzS"FceD @e*2c]F ];<6X0KDؽhӽoThz>\Wkn.B3dV}6⤻-6_]1k3wHhWeԡk=_y{8;^kuP\aC9r:0GȹSu6ȸ,%QxJZ2Fͫ1PَK'^Vy۵2W.ד.I2D _art = _this select 0; if (_art == "use") then { _item = _this select 1; _anzahl = _this select 2; _vcl = vehicle player; _type = typeOf _vcl; if (player == _vcl) exitWith {player groupChat localize "STRS_inv_items_speed_car";}; if ((_type call INV_GetFahrzeugTyp) > 2) exitWith {player groupChat localize "STRS_inv_items_speed_no";}; player groupChat localize "STRS_inv_items_speed_tuned"; format ["INV_Speed_SpeedVehicles = INV_Speed_SpeedVehicles + [%1]", _vcl] call ISSE_pub_execPstr; [_item, -1] call INV_AddInventoryItem;}; if (_art == "activate") then { _vehicle = _this select 1; _type = typeOf _vehicle; if (!(_caller in _vehicle)) exitWith {player groupChat localize "STRS_inv_items_speed_nocar";}; if (speed _vehicle < 1) exitWith {player groupChat localize "STRS_inv_items_speed_notmoving";}; if (!(player == driver _vehicle)) exitWith {player groupChat localize "STRS_inv_items_speed_nodriver";}; player groupChat localize "STRS_inv_items_speed_nitroenabled"; _schleifendurchlauf = 180; for [{_i=0}, {_i < _schleifendurchlauf}, {_i=_i+1}] do { _vel = velocity _vehicle; _dir = getdir _vehicle; _vehicle setVelocity [(_vel select 0) * 1.03, (_vel select 1) * 1.03, (_vel select 2) * 0.99]; _vehicle setfuel ((fuel _vehicle) - (0.1/_schleifendurchlauf)); sleep 0.01; };}; if (_art == "init") then { if (isNil "INV_Speed_SpeedVehicles") then {INV_Speed_SpeedVehicles = [];}; INV_Speed_SpeedAllowed = true; _added = 0; _vcl = 0; _action = 1; while {true} do { for [{_i=0}, {(_i < (count INV_Speed_SpeedVehicles) and (_added == 0))}, {_i=_i+1}] do { if (not(isNull(INV_Speed_SpeedVehicles select _i))) then { _vcl = (INV_Speed_SpeedVehicles select _i); if (player == driver _vcl) then { _action = _vcl addAction [localize "STRS_inv_items_speed_action", "someCompile.sqf", [ format['["activate", %1] execVM "nitro.sqf";', _vcl] ] ]; _added = 1; }; } else { INV_Speed_SpeedVehicles set [_i, ""]; INV_Speed_SpeedVehicles = INV_Speed_SpeedVehicles - [""]; }; }; if (_added == 1) then { if (player != driver _vcl) then { _vcl removeAction _action; _added = 0; }; }; sleep 1; };};_art = _this select 0; _zusatzString = ""; if ((count _this)>1) then {_zusatzString = _this select 1;}; if (_art == "Einstellungen") then { if (!(createDialog "MainMenu")) exitWith{hint "Dialog Error!";}; }; if (_art == "GrafikEinstellungen") then { ["closedialog 0; [""Einstellungen""] execVM ""openDialogs.sqf"";"] execVM "graphicOptionsOpen.sqf"; }; if (_art == "TextEinstellungen") then { if (_zusatzString == "oeffnen") then { if (!(createDialog "TextEinstellungenDialog")) exitWith {hint "Dialog Error!";}; for [{_i=1}, {_i <= 4}, {_i=_i+1}] do { call compile format["ctrlSetText[%1, RadioTextMsg_%1];", _i]; call compile format["_index = lbAdd [1%1, 'Global']; lbSetData [1%1, _index, 'global']; if (RadioTextArt_%1 == 'global') then {lbSetCurSel [1%1, 0]};", _i]; call compile format["_index = lbAdd [1%1, 'Side']; lbSetData [1%1, _index, 'side']; if (RadioTextArt_%1 == 'side') then {lbSetCurSel [1%1, 1]};", _i]; call compile format["_index = lbAdd [1%1, 'Direct']; lbSetData [1%1, _index, 'direct']; if (RadioTextArt_%1 == 'direct') then {lbSetCurSel [1%1, 2]};", _i]; }; }; if ( (_zusatzString == "speichern") and (ctrlVisible 1034) ) then { for [{_i=1}, {_i <= 4}, {_i=_i+1}] do { call compile format["RadioTextMsg_%1 = (ctrlText %1);", _i]; call compile format["RadioTextArt_%1 = lbText[1%1, (lbCurSel 1%1)];", _i]; }; player groupChat "Saved!"; }; }; if (_art == "Tutorial") then { if (!(createDialog "TutorialDialog")) exitWith {hint "Dialog Error!";}; ctrlSetText[1, localize "STRS_mainmenu_MissionTutorial"]; }; if (_art == "FAQ") then { if (!(createDialog "FAQDialog")) exitWith {hint "Dialog Error!";}; ctrlSetText[1, localize "STRS_mainmenu_FAQ"]; }; if (_art == "About") then { if (!(createDialog "AboutDialog")) exitWith {hint "Dialog Error!";}; ctrlSetText[1, localize "STRS_mainmenu_AboutThisMission"]; }; if (_art == "ItemList") then { _handler = ["closedialog 0; [""Einstellungen""] execVM ""openDialogs.sqf"";", "Back"] execVM "createItemListDlg.sqf"; waitUntil {scriptDone _handler}; };// Dialogue Settings // openDialogs2.sqf _array = _this select 3; _art = _array select 0; _money = 'money' call INV_GetItemAmount; _zusatzString = ""; if ((count _array)>1) then {_zusatzString = _array select 1;}; // Bail Dialogue if (_art == "bail") then { if (!(createDialog "baildialog")) exitWith {hint "Dialog Error!";}; sliderSetRange [2, 100, 25000]; sliderSetSpeed [2, 1, 50]; while {(ctrlVisible 1008)} do { ctrlSetText [1, format["$%1", ((round(sliderPosition 2)) call ISSE_str_IntToStr)]]; sleep 0.3; }; }; // Copmenu-lite by Deadfast if (_art == "copmenulite") then { if (!(createDialog "CopMenuLite")) exitWith { hint "Dialog Error!"; }; }; // Civcam Dialogue if (_art == "civcam") then { if (!(createDialog "civcamdialog")) exitWith {hint "Dialog Error!";}; [0, 1, true, false] call DialogSpielerListe; lbSetCurSel [1, 0];sliderSetRange [2, 5, 20];sliderSetSpeed [2, 1, 5]; while {ctrlVisible 1002} do { ctrlSetText [3, format["%1$", (((round(sliderPosition 2))*100) call ISSE_str_IntToStr)]]; ctrlSetText [5, format["%1s", ((round(sliderPosition 2)) call ISSE_str_IntToStr)]]; sleep 0.3; }; }; // Release Prisoner Dialogue if (_art == "wantedrelease") then { if (!(createDialog "wantedrelease")) exitWith {hint "Dialog Error!";}; [2, 1, true, false] call DialogSpielerListe; lbSetCurSel [1, 0]; [2, 11, true, false] call DialogSpielerListe; lbSetCurSel [11, 0]; while {ctrlVisible 1007} do {sleep 0.3;}; }; if (_art == "hideout") then { if (!(createDialog "hideout")) exitWith {hint "Dialog Error!";}; for [{_i=0}, {_i < (count hideoutHouseArray)}, {_i=_i+1}] do { lbAdd [2, format ["%1 - $%2", hideoutNameArray select _i, hideoutPriceArray select _i]]; }; lbSetCurSel [2, 0]; while {ctrlVisible 1014} do { ctrlSetText [1, hideoutHousePictureArray select lbCurSel 2]; sleep 0.3; }; }; // Stats Dialogue if (_art == "spielerliste") then { if (!(createDialog "liste_1_button")) exitWith {hint "Dialog Error!";}; _trennlinie = "---------------------------------------------"; lbAdd [1, format ["Date: %3.%2.%1", (date select 0), (date select 1), (date select 2)]]; lbAdd [1, format ["Playtime: %1", (round((time-eigene_zeit)/60))]]; lbAdd [1, _trennlinie]; lbAdd [1, localize "STRS_statdialog_playerinfo"]; lbAdd [1, format ["%1: %2", localize "STRS_statdialog_money", (('money' call INV_GetItemAmount) call ISSE_str_IntToStr)]]; lbAdd [1, format ["%1: %2", localize "STRS_statdialog_health", (round((1 - damage role) * 100))]]; lbAdd [1, format ["%1: %2", localize "STRS_statdialog_thirst", round(INV_thirst)]]; lbAdd [1, format ["%1: %2", localize "STRS_statdialog_hunger", round(INV_hunger)]]; lbAdd [1, format ["%1: %2", localize "STRS_statdialog_speed", (round(speed role))]]; lbAdd [1, format ["%1: %2", localize "STRS_statdialog_heigth", (round(getposASL role select 2))]]; lbAdd [1, format ["%1: %2/%3", localize "STRS_statdialog_weight", (call INV_GetOwnWeight), INV_Tragfaehigkeit]]; lbAdd [1, format ["%1: %2", localize "STRS_statdialog_rolenumber", sidenumber]]; lbAdd [1, format ["%1: %2", localize "STRS_statdialog_copkills", CopsKilled]]; lbAdd [1, format ["%1: %2", localize "STRS_statdialog_civkills", CivsKilled]]; lbAdd [1, format ["%1: %2", localize "STRS_statdialog_selfkills", SelfKilled]]; lbAdd [1, format ["%1: %2", localize "STRS_statdialog_deaths", deadtimes]]; lbAdd [1, _trennlinie];lbAdd [1, localize "STRS_statdialog_playerlist"]; // Display Players in Stats Screen for [{_i=0}, {_i < (count playerarray)}, {_i=_i+1}] do { _spieler = playerarray select _i; if ((format["%1", (_spieler)]) call ISSE_UnitExists) then { if (_spieler in civarray) then { _spielergilde = "/"; for [{_j=0}, {_j < (count GildenInfoArrays)}, {_j=_j+1}] do { _id = ((GildenInfoArrays select _j) select 0); _memberarray = ((GildenInfoArrays select _j) select 5); if (_spieler in _memberarray) exitWith {_spielergilde = _id;}; }; _gesucht = call compile format ["%1_wanted", _spieler]; if (_gesucht == 1) then {_gesucht = localize "STRS_hints_ja";} else {_gesucht = localize "STRS_hints_nein";}; _bounty = call compile format ["bounty_%1", _spieler]; lbAdd [1, (format ["%1: %2 (%3: %4, %5: %6, %7: %8)", _spieler, name _spieler, localize "STRS_gildeid", _spielergilde, localize "STRS_statdialog_wanted", _gesucht, localize "STRS_statdialog_bounty", _bounty])]; } else { lbAdd [1, (format ["%1: %2", _spieler, name _spieler])]; }; }; }; // Display Licences in Stats Screen lbAdd [1, _trennlinie]; lbAdd [1, localize "STRS_statdialog_licenselist"]; for [{_i=0}, {_i < (count INV_Lizenzen)}, {_i=_i+1}] do { if (((INV_Lizenzen select _i) select 0) call INV_HasLicense) then { lbAdd [1, ((INV_Lizenzen select _i) select 2)]; }; }; lbAdd [1, _trennlinie]; lbAdd [1, localize "STRS_statdialog_regierung"]; if (not(MayorNumber == -1)) then { lbadd [1, localize "STRS_statdialog_mayor"]; lbAdd [1, (playerstringarray select MayorNumber)]; }; if (not(ChiefNumber == -1)) then { lbAdd [1, localize "STRS_statdialog_chief"]; lbAdd[1, (playerstringarray select ChiefNumber)]; }; lbAdd [1, _trennlinie]; lbAdd [1, localize "STRS_statdialog_gildenlist"]; for [{_i=0}, {_i < (count GildenInfoArrays)}, {_i=_i+1}] do { _gildenarray = GildenInfoArrays select _i; lbAdd [1, format ["%1:", (_gildenarray select 1)]]; lbAdd [1, format ["ID: %1 - Memberlist: %2 - Points: %3", (_gildenarray select 0), (_gildenarray select 5), (_gildenarray select 4)]]; }; lbAdd [1, _trennlinie]; if (iscop) then {} else { lbAdd [1, localize "STRS_statdialog_other"]; _bounty = 0;call compile format ["_bounty == civ%1_bounty", rolenumber]; if (_bounty == 0) then {_bounty = localize "STRS_hints_keins";}; lbAdd [1, (format ["%1: %2", (localize "STRS_statdialog_bounty"), _bounty])]; _bestzeit = 0;if (race_bestzeit_eigen == -1) then {_bestzeit = "/";} else {_bestzeit = race_bestzeit_eigen;}; lbAdd [1, (format ["%1: %2", (localize "STRS_statdialog_bestrace"), _bestzeit])]; lbAdd [1, (format ["%1: %2", (localize "STRS_statdialog_racewon"), race_gewonnen_anzahl])]; if (not((workplacemissioninfos select 0) == "")) then { _workplacejob1_info = format ["WP job: %1 -> %2", (workplacemissioninfos select 0), (workplacemissioninfos select 1)]; lbAdd [1, _workplacejob1_info]; }; if (isGildenMember) then {lbAdd [1, (format ["%1: %2", (localize "STRS_statdialog_gilde"), EigeneGildenId])];}; _i = 0;if ((isGildenMember) and (EroberungenAktiv))then { while {_i < (count GildenInfoArrays)} do { _gildenarray = GildenInfoArrays select _i; { lbAdd [1, (format ["%1: Owned by Guild #%2", (GangGebietsname select _x), (_gildenarray select 0)])];} forEach (_gildenarray select 6);_i = _i + 1; }; }; lbAdd [1, _trennlinie]; lbAdd [1, (format ["S H O P S - W O R K P L A C E S"])]; for [{_i=0}, {_i < (count BuyAbleBuildingsArray)}, {_i=_i+1}] do { if ( ((BuyAbleBuildingsArray select _i) select 0) in BuildingsOwnerArray ) then { lbAdd [1, (format ["%1", ((BuyAbleBuildingsArray select _i) select 1)])]; }; }; lbAdd [1, _trennlinie]; }; lbAdd [1, localize "STRS_statdialog_laws"];_i = 0; {if (not(_x == "")) then {_i = _i + 1; lbAdd [1, (format ["%1: %2", _i, _x])];};} forEach GesetzArray; lbAdd [1, _trennlinie]; lbAdd [1, localize "STRS_statdialog_taxes"]; {if ((_x select 2) > 0) then {lbAdd [1, format["%1: %2", (_x select 1), (_x select 2)] ];};} foreach INV_ItemTypenArray; lbAdd [1, format["Переводы: %1", bank_steuer] ]; lbAdd [1, format["Топливо: %1", GblFuelTaxes] ]; lbAdd [1, format["Wealth-Tax: %1", GblWealthTax] ]; lbAdd [1, format["Подоходный налог(0-1000$): %1", GblIncomeTaxClass1] ]; lbAdd [1, format["Подоходный налог(1001-4000$): %1", GblIncomeTaxClass2] ]; lbAdd [1, format["Подоходный налог(4001-9999$): %1", GblIncomeTaxClass3] ]; lbAdd [1, format["Подоходный налог(10001-20000$): %1", GblIncomeTaxClass4] ]; lbAdd [1, format["Подоходный налог(>=20001$): %1", GblIncomeTaxClass5] ]; lbAdd [1, format["Процентная ставка: %1", zinsen_prozent] ]; }; // Guild Dialogue if (_art == "gildenmenu") then { if (!(createDialog "gilde_hauptmenu")) exitWith {hint "Dialog Error!";}; for [{_i=0}, {_i < (count GildenInfoArrays)}, {_i=_i+1}] do { _gildenarray = GildenInfoArrays select _i; _index = lbAdd [202, format ["ID: %1 - Memberlist: %2 - Points: %3 - Name: %4", (_gildenarray select 0), (_gildenarray select 5), (_gildenarray select 4), (_gildenarray select 1), (_gildenarray select 3)]]; lbSetData [202, _index, format ["%1", (_gildenarray select 0)]]; }; }; // Guild Leader Dialogue if (_art == "gildenverwaltung") then { closedialog 0; If (NOT(isGildenLeader)) exitWith { role groupChat localize "STRS_dialogandere_gilden_keinleader";}; if (!(createDialog "gilde_verwaltung")) exitWith {hint "Dialog Error!";}; for [{_i=0}, {_i < (count GildenInfoArrays)}, {_i=_i+1}] do { if (EigeneGildenId == ((GildenInfoArrays select _i) select 0)) exitWith {}; }; _gildenarray = (GildenInfoArrays select _i); _gildenmember = (_gildenarray select 5); _index = lbAdd [201, localize "STRS_hints_ja"]; lbSetData [201, _index, "true"]; _index = lbAdd [201, localize "STRS_hints_nein"]; lbSetData [201, _index, "false"]; for [{_i=0}, {_i < (count _gildenmember)}, {_i=_i+1}] do { _member = (_gildenmember select _i); _index = lbAdd [102, (format ["%1 (%2)", name _member, _member])]; lbSetData [102, _index, (format ["%1", _member])]; }; }; // Inventory-check Dialogue if (_art == "inventorycheck") then { if (!(createDialog "liste_1_button")) exitWith {hint "Dialog Error!";}; _licensearray = (_array select 1); _inventararray = (_array select 2); _civobj = (_array select 3); _waffenarray = weapons _civobj; _magazinarray = magazines _civobj; _trennlinie = "---------------------------------------------"; lbAdd [1, localize "STRS_statdialog_licenselist"]; for [{_i=0}, {_i < (count _licensearray)}, {_i=_i+1}] do { _lizenz = (_licensearray select _i); lbAdd [1, format ["%1", (_lizenz call INV_GetLicenseName)]]; }; lbAdd [1, _trennlinie]; lbAdd [1, localize "STRS_statdialog_inventarlist"]; for [{_i=0}, {_i < (count _inventararray)}, {_i=_i+1}] do { _objekt = ((_inventararray select _i) select 0); _objektname = (_objekt call INV_getitemName); _anzahl = ((_inventararray select _i) select 1); if (_anzahl > 0) then {lbAdd [1, format ["%1: %2", _objektname, _anzahl]];}; }; lbAdd [1, _trennlinie]; lbAdd [1, localize "STRS_statdialog_waffen"]; for [{_i=0}, {_i < (count _waffenarray)}, {_i=_i+1}] do { _objekt = _waffenarray select _i; _scriptname = _objekt call INV_GetScriptFromClass_Weap; _objektname = (_scriptname call INV_getitemName); lbAdd [1, format ["%1", _objektname]]; }; lbAdd [1, _trennlinie]; _index = lbAdd [1, localize "STRS_statdialog_magazine"]; for [{_i=0}, {_i < (count _magazinarray)}, {_i=_i+1}] do { _objekt = _magazinarray select _i; _scriptname = _objekt call INV_GetScriptFromClass_Mag; _objektname = (_scriptname call INV_getitemName); lbAdd [1, format ["%1", _objektname]];}; lbAdd [1, _trennlinie]; }; // Laws Dialogue if (_art == "gesetz") then { if (!(createDialog "gesetzdialog")) exitWith {hint "Dialog Error!";}; {_index = lbAdd [1, _x];lbSetData [1, _index, _x];} forEach GesetzArray; while {ctrlVisible 1020} do { _selected = lbCurSel 1; ctrlSetText [2, lbText [1, _selected]]; waitUntil {((not(_selected == lbCurSel 1)) or (not(ctrlVisible 1020)))}; }; }; //Buy points Dialogue if (_art == "punktekauf") then { if (!(createDialog "gilden_punktekaufdialog")) exitWith {hint "Dialog Error!";}; sliderSetSpeed [1, 1, 50]; while {ctrlVisible 1021} do { sliderSetRange [1, 1, (('money' call INV_GetItemAmount)/GildenPunktCost)]; ctrlSetText [2, format[localize "STRS_dialogandere_punktekauf_anzeigetext", (round(sliderPosition 1)), ((round(sliderPosition 1))*GildenPunktCost)]]; sleep 0.3; }; }; // Coplo Dialogue if (_art == "coplog") then { if (!(createDialog "liste_1_button")) exitWith {hint "Dialog Error!";}; {_text = format["%3: Player %1 --> %2", (_x select 0), (_x select 1), (round((_x select 3)/60))];_index = lbAdd [1, _text];}forEach CopLog; }; // Vote Dialogue if (_art == "wahlen") then { if (!(createDialog "wahldialog")) exitWith {hint "Dialog Error!";}; _array = [0, 1, true, false] call DialogSpielerListe; lbSetCurSel [1, _array select 1]; }; // Tax Dialogue if (_art == "steuern") then { if (!(createDialog "steuerdialog")) exitWith {hint "Dialog Error!";}; sliderSetSpeed [12, 1, 5]; sliderSetRange [12, 1, 500]; sliderSetPosition [12,((INV_ItemTypenArray select 0) select 2)]; sliderSetSpeed [22, 1, 5]; sliderSetRange [22, 1, 500]; sliderSetPosition [22,((INV_ItemTypenArray select 1) select 2)]; sliderSetSpeed [32, 1, 5]; sliderSetRange [32, 1, 500]; sliderSetPosition [32,((INV_ItemTypenArray select 2) select 2)]; sliderSetSpeed [42, 1, 5]; sliderSetRange [42, 1, 500]; sliderSetPosition [42,((INV_ItemTypenArray select 3) select 2)]; sliderSetSpeed [52, 1, 5]; sliderSetRange [52, 1, 100]; sliderSetPosition [52,bank_steuer]; sliderSetRange [62, 1, 500]; sliderSetPosition [62,GblFuelTaxes]; sliderSetRange [72, 100000, 2000000]; sliderSetPosition [72,GblWealthTaxLimit]; sliderSetRange [82, 0, 75]; sliderSetPosition [82,GblWealthTax]; sliderSetRange [92, 0, 75]; sliderSetPosition [92,GblIncomeTaxClass1]; sliderSetRange [102, 0, 75]; sliderSetPosition [102,GblIncomeTaxClass2]; sliderSetRange [112, 0, 75]; sliderSetPosition [112,GblIncomeTaxClass3]; sliderSetRange [122, 0, 75]; sliderSetPosition [122,GblIncomeTaxClass4]; sliderSetRange [132, 0, 75]; sliderSetPosition [132,GblIncomeTaxClass5]; sliderSetRange [142, 100, 10000]; sliderSetPosition [142,GblWelfareIncomeLimit]; sliderSetRange [152, 1000, 100000]; sliderSetPosition [152,GblWelfareBankLimit]; sliderSetRange [162, 10, 5000]; sliderSetPosition [162,add_civmoney]; sliderSetRange [172, 500, 50000]; sliderSetPosition [172,MayorExtraPay]; sliderSetRange [182, 500, 50000]; sliderSetPosition [182,PoliceChiefExtraPay]; sliderSetRange [192, 0, 10]; sliderSetPosition [192,zinsen_prozent]; sliderSetRange [202, 0, 10000]; sliderSetPosition [202,add_copmoney]; while {ctrlVisible 1032} do { ctrlSetText [11, format[localize "STRS_dialogandere_steuerdialog_itemsteuer", ((round(sliderPosition 12)) call ISSE_str_IntToStr)]]; ctrlSetText [21, format[localize "STRS_dialogandere_steuerdialog_fahrzeugsteuer", ((round(sliderPosition 22)) call ISSE_str_IntToStr)]]; ctrlSetText [31, format[localize "STRS_dialogandere_steuerdialog_magazinsteuer", ((round(sliderPosition 32)) call ISSE_str_IntToStr)]]; ctrlSetText [41, format[localize "STRS_dialogandere_steuerdialog_waffesteuer", ((round(sliderPosition 42)) call ISSE_str_IntToStr)]]; ctrlSetText [51, format[localize "STRS_dialogandere_steuerdialog_banksteuer", ((round(sliderPosition 52)) call ISSE_str_IntToStr)]]; ctrlSetText [61, format[localize "STRS_dialogandere_steuerdialog_fuelsteuer", ((round(sliderPosition 62)) call ISSE_str_IntToStr)]]; ctrlSetText [71, format[localize "STRS_dialogandere_steuerdialog_wealthtaxlimit", ((round(sliderPosition 72)) call ISSE_str_IntToStr)]]; ctrlSetText [81, format[localize "STRS_dialogandere_steuerdialog_wealthtaxpercent", ((round(sliderPosition 82)) call ISSE_str_IntToStr)]]; ctrlSetText [91, format[localize "STRS_dialogandere_steuerdialog_ictaxclass1", ((round(sliderPosition 92)) call ISSE_str_IntToStr)]]; ctrlSetText [101, format[localize "STRS_dialogandere_steuerdialog_ictaxclass2", ((round(sliderPosition 102)) call ISSE_str_IntToStr)]]; ctrlSetText [111, format[localize "STRS_dialogandere_steuerdialog_ictaxclass3", ((round(sliderPosition 112)) call ISSE_str_IntToStr)]]; ctrlSetText [121, format[localize "STRS_dialogandere_steuerdialog_ictaxclass4", ((round(sliderPosition 122)) call ISSE_str_IntToStr)]]; ctrlSetText [131, format[localize "STRS_dialogandere_steuerdialog_ictaxclass5", ((round(sliderPosition 132)) call ISSE_str_IntToStr)]]; ctrlSetText [141, format[localize "STRS_dialogandere_steuerdialog_welfareIncomelimit", ((round(sliderPosition 142)) call ISSE_str_IntToStr)]]; ctrlSetText [151, format[localize "STRS_dialogandere_steuerdialog_welfareBanklimit", ((round(sliderPosition 152)) call ISSE_str_IntToStr)]]; ctrlSetText [161, format[localize "STRS_dialogandere_steuerdialog_welfareAmount", ((round(sliderPosition 162)) call ISSE_str_IntToStr)]]; ctrlSetText [171, format[localize "STRS_dialogandere_steuerdialog_MayorIncome", ((round(sliderPosition 172)) call ISSE_str_IntToStr)]]; ctrlSetText [181, format[localize "STRS_dialogandere_steuerdialog_PolChiefIncome", ((round(sliderPosition 182)) call ISSE_str_IntToStr)]]; ctrlSetText [191, format[localize "STRS_dialogandere_steuerdialog_InterestRates", ((round(sliderPosition 192)) call ISSE_str_IntToStr)]]; ctrlSetText [201, format[localize "STRS_dialogandere_steuerdialog_PoliceIncome", ((round(sliderPosition 202)) call ISSE_str_IntToStr)]]; CtrlSetText [6661, localize "STRS_bank_dialoge_taxaccountgovtext"]; CtrlSetText [6662, format[localize "STRS_bank_dialoge_taxaccountgovValue", (GovernmentTaxAccount call ISSE_str_IntToStr)]]; sleep 0.1; }; }; // Copmenu Dialogue if (_art == "copmenu") then { if (!(createDialog "CopMenu")) exitWith {hint "Dialog Error!";}; }; //Remove license dialog if (_art == "RemoveLicense") then { if (!(createdialog "RemoveLicense")) exitwith { hint "RemoveLicense Dialog Error!"; }; lbclear 5002; for [{_i=0}, {_i < (count civstringarray)}, {_i=_i+1}] do { _Player = playerarray select _i; _Name = playerstringarray select _i; lbAdd [5002, format["%1", _Name]]; lbSetData [5002, _i, _Name]; lbSetValue [5002, _i, _i]; lbSetCurSel [5002, _i]; }; }; //Check civilian bank accounts if (_art == "CheckAccounts") then { if (!(createdialog "CheckBanks")) exitwith { hint "CheckBanks Dialog Error!"; }; lbclear 5005; WAIT_RDY = FALSE; for [{_i=0}, {_i < (count civstringarray)}, {_i=_i+1}] do { _civ = civstringarray select _i; (format['if (player == %1) then { [0,1,2,["GetAccounts", _i]] execVM "CheckAccounts.sqf"; 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}; }; }; }; sleep 10; }; }; // Place the Object if (_art == "use") then { _item = _this select 1; _anzahl = _this select 2; _exitvar = 0; if ((count INV_objSpawned) >= INV_objMaxObject) exitWith { player groupChat format[localize"STRS_inv_item_obj_toomany", INV_objMaxObject]; };_className = ""; {if (_item == (_x select 0)) exitWith {_className = _x select 1;};} forEach INV_objItemScriptNames; if (_className == "") exitWith {hint "Error in inv_objs.sqf";}; if (player != vehicle player) exitWith {player groupChat localize "STRS_inv_item_obj_invcl";}; {if (player distance (_x select 0) < (_x select 1)) exitWith {_exitvar = 1;};} forEach [];if (_exitvar == 1) exitWith {player groupChat localize "STRS_inv_item_obj_hiernicht";}; player groupChat localize "STRS_inv_item_obj_bauen"; sleep 3; _posi = [(position player select 0) + (sin(getdir player)*2), (position player select 1) + (cos(getdir player)*2), 0]; _objName = [_className, _posi, (direction player)] call INV_CreateObject; INV_objSpawned = INV_objSpawned + [ (call compile _objName) ]; format ["INV_objServerSpawned = INV_objServerSpawned + [ [(call compile ""%1""), 0] ];", _objName] call ISSE_pub_execPstr; [_item, (-1)] call INV_addInventoryItem; }; // Pick-up the Object if (_art == "pack") then { _object = _this select 1; _className = typeOf _object; _exitvar = 0; _item = ""; { if (_className == (_x select 1)) exitWith {_item = _x select 0;}; } forEach INV_objItemScriptNames; if (_item == "") exitWith {hint "Error in inv_objs.sqf";}; if (!([_item, 1] call INV_CanCarryItems)) exitWith {player groupChat localize "STRS_inv_item_obj_cantpack";}; player groupChat localize "STRS_inv_item_obj_packed"; [_item, 1] call INV_AddInventoryItem;_object call INV_DeleteObject; }; // Play Animations from the Animationsarray and when neccessary call the approriate script // playAnim.sqf if ((_this select 0) == -1) exitWith {player groupChat localize "STRS_anim_noselect"}; _animnumber = _this select 0; _animScriptName = _this select 1; _animname = ((ANIM_AllAnimationArray select _animnumber) select 0); _animart = ((ANIM_AllAnimationArray select _animnumber) select 2); _withWeapon = ((ANIM_AllAnimationArray select _animnumber) select 4); _callScript = ((ANIM_AllAnimationArray select _animnumber) select 5); _hasweapon = false; if ( count((weapons player) - ["Binocular"] - ["NVGoggles"]) > 0) then {_hasweapon = true;}; if ((not(_hasweapon)) and (_withWeapon == 1)) exitWith {player groupChat localize "STRS_anim_nur_mit_waffe";}; if ((_hasweapon) and (_withWeapon == 0)) exitWith {player groupChat localize "STRS_anim_nur_ohne_waffe";}; if (_callScript != "") exitWith {[_animnumber, _animScriptName] execVM _callScript;}; if (_animart == "anim") then { if (vehicle player == player) then { (format ["%1 switchmove ""%2"";", player, _animname]) call ISSE_pub_execPstr; }; } else { (format ["%1 setMimic ""%2"";", player, _animname]) call ISSE_pub_execPstr; };waitUntil {((alive player) or (local server))}; playerstringarray = ["Civ1", "Civ2", "Civ3", "Civ4", "Civ5", "Civ6", "Civ7", "Civ8", "Civ9", "Civ10", "Civ11", "Civ12", "Civ13", "Civ14", "Civ15", "Civ16", "Civ17", "Civ18", "Civ19", "Civ20", "Cop1", "Cop2", "Cop3", "Cop4", "Cop5", "Cop6", "Cop7", "Cop8", "Cop9", "Cop10", "Cop11", "Cop12"]; for [{_i=0}, {_i < (count playerstringarray)}, {_i=_i+1}] do {if (isNil (playerstringarray select _i)) then { call compile format["%1 = objNull;", (playerstringarray select _i)]; }; }; playerarray = [civ1, civ2, civ3, civ4, civ5, civ6, civ7, civ8, civ9, civ10, civ11, civ12, civ13, civ14, civ15, civ16, civ17, civ18, civ19, civ20, cop1, cop2, cop3, cop4, cop5, cop6, cop7, cop8, cop9, cop10, cop11, cop12]; civstringarray = ["Civ1", "Civ2", "Civ3", "Civ4", "Civ5", "Civ6", "Civ7", "Civ8", "Civ9", "Civ10", "Civ11", "Civ12", "Civ13", "Civ14", "Civ15", "Civ16", "Civ17", "Civ18", "Civ19", "Civ20"]; civarray = [civ1, civ2, civ3, civ4, civ5, civ6, civ7, civ8, civ9, civ10, civ11, civ12, civ13, civ14, civ15, civ16, civ17, civ18, civ19, civ20]; copstringarray = ["Cop1", "Cop2", "Cop3", "Cop4", "Cop5", "Cop6", "Cop7", "Cop8", "Cop9", "Cop10", "Cop11", "Cop12"]; coparray = [cop1, cop2, cop3, cop4, cop5, cop6, cop7, cop8, cop9, cop10, cop11, cop12]; swatarray = [cop10, cop11, cop12]; swatstringarray = ["Cop10", "Cop11", "Cop12"]; undercoverarray = [civ19, civ20]; undercoverstringarray = ["Civ19", "Civ20"]; borderpatrolarray = [cop7, cop8, cop9]; borderpatrolstringarray = ["Cop7", "Cop8", "Cop9"]; rolenumber = 0; for [{_i=0}, {_i < (count playerarray)}, {_i=_i+1}] do { call compile format["if ((playerarray select %1) == player) then {rolenumber = (%1 + 1);}", _i];}; role = player; if (player in coparray) then { iscop = true; rolecop = 1; sidenumber = rolenumber - civscount; longrolenumber = 1100 + sidenumber; rolestring = format["Cop%1", sidenumber];}; if (player in civarray) then { iscop = false; rolecop = 0; isswat = false; roleswat = 0; sidenumber = rolenumber; longrolenumber = 1000 + sidenumber; rolestring = format["Civ%1", sidenumber];}; if (player in swatarray) then { isswat = true; roleswat = 1;}; if (player in undercoverarray) then { isundercover = true; roleundercover = 1; iscop = true; rolecop = 1; } else { isundercover = false; roleundercover = 0; }; if (player in borderpatrolarray) then { isborderpatrol = true; 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OT՞2}7)^I%,ͣj_ #[WJsnD׀`e*>.ppyK21lܽQG5?Ҝ94W1Y.5SդG!FRGO8)= 2}; "hint localize ""STRS_rennen_pub_start1""; race_starting = 1;" call ISSE_pub_execPstr; sleep 58; race_started = 1; publicVariable "race_started"; sleep 1; _StartzeitDesRennens = time; _Preismoney = (count RennenFahrerarray)*race_join_cost*race_multi_win; sleep 1; _ArrayDerAusgestossenen = []; for [{_i=0}, {_i < (count RennenFahrerArray)}, {_i=_i+1}] do { _Wagen = RennenFahrzeugArray select _i; _Fahrer = RennenFahrerArray select _i; if ( ((abs((getpos _Wagen select 0)-(getpos _RennStartPunkt select 0))) > _MaxDistanceZumStart) or ((abs((getpos _Wagen select 1)-(getpos _RennStartPunkt select 1))) > _MaxDistanceZumStart) ) then { _ArrayDerAusgestossenen = _ArrayDerAusgestossenen + [_Fahrer]; RennenFahrerArray = RennenFahrerArray - [RennenFahrerArray select _i]; RennenFahrzeugArray = RennenFahrzeugArray - [RennenFahrzeugArray select _i]; }; }; format [" hint format [localize ""STRS_rennen_pub_start2"", %1, %2]; if (player in %3) then {player groupChat localize ""STRS_rennen_pub_ausgeschlossen""; is_racemember = 0;}; if (is_racemember == 1) then {titletext [""!>!>!>! GO !>!>!>!"", ""plain""];}; ", count RennenFahrerArray, _Preismoney, _ArrayDerAusgestossenen ] call ISSE_pub_execPstr; _exitvar = 0; _abbruch = 0; _gewonnen = 0; while {true} do { for [{_i=0}, {_i < (count RennenFahrerArray)}, {_i=_i+1}] do { _Fahrer = call compile format ["%1", (RennenFahrerArray select _i)]; _Fahrerstring = format ["%1", _Fahrer]; _Wagen = RennenFahrzeugArray select _i; if (not(_Fahrerstring call ISSE_UnitExists)) then { RennenFahrerArray = RennenFahrerArray - [RennenFahrerArray select _i]; RennenFahrzeugArray = RennenFahrzeugArray - [RennenFahrzeugArray select _i]; }; if ((not(alive _Wagen)) or (not(alive _Fahrer))) then { RennenFahrerArray = RennenFahrerArray - [RennenFahrerArray select _i]; RennenFahrzeugArray = RennenFahrzeugArray - [RennenFahrzeugArray select _i]; }; if ((_Wagen distance _Ziellogic <= 10) and (_Fahrer in _Wagen)) exitWith { _gewinner = _Fahrer; _gewinnerstr = _Fahrerstring; _gewinnervcl = _Wagen; _gewinnerzeit = round(time - _StartzeitDesRennens); _gewonnen = 1; _exitvar = 1; }; if ((count RennenFahrerArray == 0) or ((time > (_StartzeitDesRennens + _MaxRennZeit)))) exitWith { _abbruch = 1; _exitvar = 1; }; }; if (_exitvar == 1) exitWith {}; sleep 0.5; }; race_ended = 1; publicVariable "race_ended"; if (_gewonnen == 1) then { _bestzeitvar = 0; if (_bestzeit > _gewinnerzeit) then { _bestzeit = _gewinnerzeit; _bestzeitvar = 1; }; format [" _bestzeitstr = "" ""; if (%2 == 1) then { _bestzeitstr = format [localize ""STRS_rennen_pub_record"", %5]; }; hint format [localize ""STRS_rennen_pub_gewinnermeldung"", %3, %1, _bestzeitstr]; if (player == %3) then { player groupChat format [localize ""STRS_rennen_pub_gewinner"", %4]; [""money"", %4] call INV_AddInventoryItem; race_gewonnen_anzahl = race_gewonnen_anzahl + 1; if ((race_bestzeit_eigen > %1) or (race_bestzeit_eigen == -1)) then { race_bestzeit_eigen = %1; }; }; ", (_gewinnerzeit call ISSE_str_IntToStr), (_bestzeitvar call ISSE_str_IntToStr), _gewinner, (_Preismoney call ISSE_str_IntToStr), (_bestzeit call ISSE_str_IntToStr)] call ISSE_pub_execPstr; } else { "hint localize ""STRS_rennen_pub_abort""; is_racemember = 0;" call ISSE_pub_execPstr; }; };_cost = race_join_cost; _racevehicle = vehicle player; _money = 'money' call INV_GetItemAmount; if (player == _racevehicle) exitWith {player groupChat localize "STRS_rennen_kein_vehicle";}; if (is_racemember == 1) exitWith {player groupChat localize "STRS_rennen_already_racemember";}; if (player != driver _racevehicle) exitWith {player groupChat localize "STRS_rennen_kein_fahrer";}; if (not(_racevehicle isKindOf "Land")) exitWith {player groupChat localize "STRS_rennen_falsches_vcl";}; if (race_started == 1) exitWith {player groupChat localize "STRS_rennen_hat_angefangen";}; if (_money < _cost) exitWith {player groupChat localize "STRS_rennen_no_racemoney";}; ['money', -(_cost)] call INV_AddInventoryItem;player groupChat format[localize "STRS_rennen_joinedrace", player, (_cost call ISSE_str_IntToStr)]; is_racemember = 1; format ["RennenFahrerArray = RennenFahrerArray + [%1]; RennenFahrzeugArray = RennenFahrzeugArray + [%2];", player, _racevehicle] call ISSE_pub_execPstr; while {true} do { if (not(alive player)) exitWith {player groupChat localize "STRS_rennen_tot";}; if (not(alive _racevehicle)) exitWith {player groupChat localize "STRS_rennen_vcltot";}; if (race_ended == 1) exitWith {player groupChat localize "STRS_rennen_zuende";}; if (is_racemember == 0) exitWith {/* Man wurde vom Server rausgeworfen */}; sleep 1; }; is_racemember = 0;race_starting = 0; race_started = 0; race_ended = 0; race_gewonnen_anzahl = 0; race_bestzeit_eigen = -1; race_multi_win = 3; race_join_cost = 2500; MaxRaceTime = 1000; _radiotrackarray = ["ATrack1","ATrack2","ATrack3","ATrack4","ATrack5","ATrack6","ATrack7","ATrack8","ATrack23","ATrack23B","ATrack24","ATrack25","ATrack27","ATrack18"]; if (isNil "RADIO_radioan") then {RADIO_radioan = 0;}; if (RADIO_radioan == 0) then { RADIO_radioan = 1; _radioposition = getpos player; playmusic ( _radiotrackarray select (floor(random(count _radiotrackarray))) );; 3 FadeMusic 1; _x = time; waituntil {(RADIO_radioan == 0) or (_x+300 75)}; playmusic ""; RADIO_radioan = 0; } else { RADIO_radioan = 0 ;}; //Rearming vehicles //What the hell is with the var names BTW?! //Also why are diamond rings calling this script?!? _art = _this select 0; if (_art == "use") then { _item = _this select 1; _anzahl = _this select 2; _vcl = vehicle player; if (player == _vcl) exitWith {player groupChat localize "STRS_inv_item_vclammo_novehicle";}; _vehiclepimpweapons = ["DSHKM","M2","M134","M134_2"]; _vehiclepimpammos = ["50Rnd_127x107_DSHKM","100Rnd_127x99_M2","2000Rnd_762x51_M134","2000Rnd_762x51_M134"]; _hasRearmableWeapon = 0; _rearmWeaponarray = []; for [{_i=0}, {_i < (count _vehiclepimpweapons)}, {_i=_i+1}] do { if ((_vehiclepimpweapons select _x) in (weapons _vcl)) then { _rearmWeaponarray = _rearmWeaponarray + [ [(_vehiclepimpweapons select _x), _x] ]; _hasRearmableWeapon = 1; }; }; if (_hasRearmableWeapon == 0) exitWith {player groupChat localize "STRS_inv_item_vclammo_nomg";}; { _waffe = _x select 0; _muni = _vehiclepimpammos select (_x select 1); format ["%1 RemoveMagazines ""%2""; %1 AddMagazine ""%3"";", _vcl, _waffe, _muni] call ISSE_pub_execPstr; sleep 0.1; } forEach _rearmWeaponarray; player groupChat localize "STRS_inv_item_vclammo_rearmed"; [_item, -1] call INV_AddInventoryItem; };// Refuel Script at Fuel Stations // refuel.sqf _fuel = fuel (vehicle player); _fuelstartposition = getpos(vehicle player); _exitvar = 0; _finalfuelCost = TankenCost + TankenTaxCost; if (_fuel >= 0.995) exitWith {player groupChat localize "STRS_gasstation_bereits_getankt";}; if (vehicle player iskindof "air") exitWith {player groupChat localize "STRS_inv_items_refuel_airvehicle";}; if (alreadytanken) exitWith {player groupchat localize "STRS_inv_items_refuel_already";}; while {((fuel (vehicle player)) < 0.995)} do { alreadytanken = true; _tankvehicle = vehicle player; if (not(['money', -(_finalfuelCost)] call INV_AddInventoryItem)) exitWith {player groupChat localize "STRS_gasstation_tanken_money"; _exitvar = 1;}; INV_SteuernGezahlt = INV_SteuernGezahlt + TankenTaxCost; if (_tankvehicle == player) exitWith {player groupChat localize "STRS_gasstation_tanken_vclleft"; _exitvar = 1;}; if (vehicle player distance _fuelstartposition > 4) exitWith {player groupChat localize "STRS_gasstation_tanken_vclmoved"; _exitvar = 1;}; _tankvehicle setFuel ((fuel _tankvehicle)+0.02); titleText [ format[localize "STRS_gasstation_tanken_zwischenmsg",round(fuel _tankvehicle * 50)], "PLAIN DOWN"]; sleep 2; }; if (_exitvar == 1) exitWith {alreadytanken = false;}; if (_fuel >= 0.995) then { player groupChat localize "STRS_gasstation_tanken_finished"; }; alreadytanken = false;// Refuel Action at Fuelstations // refuelActions.sqf _a1 = 0; _v1 = 0; _f1 = 0; while {true} DO { for [{_i=0}, {_i < (count TankstellenArray)}, {_i=_i+1}] do { _flag = (TankstellenArray select _i); if ((vehicle player != player) and (vehicle player distance _flag <= 10) and (_a1 == 0)) then { action_tankstelle = vehicle player addAction [format [localize "STRS_addAction_buy_gas", TankenCost, TankenTaxCost],"refuel.sqf"]; _a1 = 1; _v1 = vehicle player; _f1 = _i; }; if (((vehicle player == player) or (vehicle player distance _flag > 10)) and (_f1 == _i) and (_a1 == 1)) then { _v1 removeAction action_tankstelle; _a1 = 0; }; }; sleep 3; };// Car Refuel Kit Script // refuelCan.sqf _art = _this select 0; if (_art == "use") then { if (vehicle player iskindof "air") exitWith {player groupChat localize "STRS_inv_items_refuel_airvehicle";}; if (_fuelkitinuse == 1) exitWith {player groupChat localize "STRS_inv_items_refuel_already";}; player groupChat localize "STRS_inv_items_refuel_inprogress"; if (player == vehicle player) exitWith {player groupChat localize "STRS_inv_items_repair_refuel_notincar";}; if (!(player == driver vehicle player)) exitWith {player groupChat localize "STRS_inv_items_repair_refuel_notdriver";}; if ((fuel vehicle player) == 1) exitWith {player groupChat localize "STRS_inv_items_refuel_notneeded";}; [_item, -1] call INV_AddInventoryItem; _fuelkitinuse = 1; sleep 20.0; _fuelkitinuse = 0; _item = _this select 1; _anzahl = _this select 2; _fuel = fuel vehicle player; vehicle player setFuel (_fuel + 0.12);; player groupChat localize "STRS_inv_items_refuel_refueled"; }; _array = _this select 3; _art = _array select 0; if (_art == "SelectCiv") then { _array = _this select 3; RemoveLicenseArray = []; _SelectedCiv = lbCurSel 5002; _GetCivData = lbData [5002, _SelectedCiv]; _value = lbValue [5002, _SelectedCiv]; CivArrPlayer = playerstringarray select _value; lbclear 5003; DFS_RemLicReady = false; (format ['if (player == %1) then { [0,0,0,["GetLicenses"]] execVM "RemoveLicense.sqf"; };', CivArrPlayer]) call ISSE_pub_execPstr; waitUntil {DFS_RemLicReady}; for [{_i=0}, {_i < (count RemoveLicenseArray)}, {_i=_i+1}] do { LicenseName = (RemoveLicenseArray select _i); lbAdd [5003, format ["%1", (LicenseName call INV_GetLicenseName)]]; lbSetData [5003, _i, format["%1", LicenseName]]; lbsetValue[5003, _i, _i]; }; }; if (_art == "GetLicenses") then { RemoveLicenseArray = INV_LizenzOwner; publicVariable "RemoveLicenseArray"; DFS_RemLicReady = true; publicVariable "DFS_RemLicReady"; }; if (_art == "SelectLicense") then { SelectedLicense = lbCurSel 5003; CivLicense = lbData[5003, SelectedLicense]; LicensePos = lbvalue[5003, SelectedLicense]; _NamePlayer = name player; _GetLicense = (CivLicense call INV_GetLicenseName); publicvariable "CivLicense"; (format ['hint "The Chief of police (%2) has removed the license - \n%3\nfrom %1"; if (player == %1) then { [0,0,0,["RemoveLicense", CivLicense]] ExecVM "RemoveLicense.sqf"; };', CivArrPlayer, _NamePlayer, _GetLicense]) Call ISSE_Pub_execPstr; }; if (_art =="RemoveLicense") then { CivLicense = _array select 1; _GetLicense = (CivLicense call INV_GetLicenseName); INV_LizenzOwner = INV_LizenzOwner - [ CivLicense ]; player groupchat format [localize "STRS_remove_License", _GetLicense]; ["INV_LizenzOwner", INV_LizenzOwner] spawn ClientSaveVar; };// Car Repair Kit Script // repairCar.sqf _art = _this select 0; if (_art == "use") then { if (_repkitinuse == 1) exitWith {player groupChat localize "STRS_inv_items_repair_already";}; if (player == vehicle player) exitWith {player groupChat localize "STRS_inv_items_repair_refuel_notincar";}; if (player != driver vehicle player) exitWith {player groupChat localize "STRS_inv_items_repair_refuel_notdriver";}; if ((damage vehicle player) == 0) exitWith {player groupChat localize "STRS_inv_items_repair_notneeded";}; player groupChat localize "STRS_inv_items_repair_inprogress"; _repkitinuse = 1; [_item, -1] call INV_AddInventoryItem; sleep 40.0; _repkitinuse = 0; _item = _this select 1; _anzahl = _this select 2; vehicle player setDamage 0; player groupChat localize "STRS_inv_items_repair_repaired"; }; STRD_description_chief_header STRS_chief_votedfor STRS_statdialog_mayor STRS_statdialog_chief STRS_chief_nochief STRS_chief_chiefstays STRS_chief_new STRS_addaction_wahlen STRS_money_ChiefMsg STRS_addAction_removeLicense STRS_remove_License STRD_description_bail_paycash STRS_description_bail_paybank STRS_addAction_checkcivbanks STRS_inv_item_marijuanaUP STRS_inv_item_marijuanaseed STRS_item_marijuanaseed_info STRS_Drugs_Plant_Marijuana STRS_action_Drugs_MarijuanaBurn STRS_action_Drugs_MarijuanaHarvest STRS_Drugs_HarvestMarijuana STRS_inv_item_drugshed STRS_Drugs_DestroyShed STRS_action_Drugs_DestroyShed STRS_action_Drugs_ProcessMarijuana STRS_action_Drugs_ProcessCocaine STRS_Drugs_ProcessMarijuana STRS_Drugs_NoMarijuana STRS_inv_item_cocaineseed STRS_item_cocaineseed_info STRS_Drugs_Plant_Cocaine STRS_action_Drugs_CocaineBurn STRS_Drugs_Cocaine_NearlyReady STRS_action_Drugs_CocaineHarvest STRS_Drugs_Cocaine_Burn STRS_inv_item_CocaineUP STRS_Item_cocaineUP_info STRS_Drugs_HarvestCocaine STRS_Drugs_ProcessCocaine STRS_Drugs_NoCocaine Cocaine (Unprocessed) cocaine seed Drug Shed Marijuana Seed Marijuana (Unprocessed)// Respawn Script // respawn.sqf while {true} do { waituntil {alive player}; player removeAction playanimationaction; player removeAction statdialogaction; player removeAction action_inventar; statdialogaction = player addAction [localize "STRS_dead_menuentry_hints", "openDialogs2.sqf", ["spielerliste"]]; if (!iscop) then { action_inventar = player addAction [localize "STRS_dead_menuentry_inventar", "invOpen.sqf", []]; } else { action_inventar_cop = player addAction [localize "STRS_dead_menuentry_inventar", "cop_inventory_dialog.sqf", []]; }; playanimationaction = player addAction [localize "STRS_dead_menuentry_animation", "animDlgOpen.sqf", []]; if ((iscop) OR (rolecop == 1)) then { player removeAction action_copmenulite; action_copmenulite = player addAction [format[localize "STRS_addAction_copmenulite"], "openDialogs2.sqf",["copmenulite"]]; }; // Gear for Cops after respawn or when joining if (iscop) then { removeAllWeapons player; if (count lostWeapons == 0) then { {player addMagazine _x;} forEach CopStartGear_Mags; {player addWeapon _x;} forEach CopStartGear_Weap; } else { {player addMagazine _x;} forEach lostMagazines; {player addWeapon _x;} forEach lostWeapons; }; }; // Gear for SWAT after Respawn or when joining if (isswat) then { removeAllWeapons player; if (count lostWeapons == 0) then { {player addMagazine _x;} forEach SWATStartGear_Mags; {player addWeapon _x;} forEach SWATStartGear_Weap; } else { {player addMagazine _x;} forEach lostMagazines; {player addWeapon _x;} forEach lostWeapons; }; }; // Gear for Undercover after Respawn or when joining if (isundercover) then { removeAllWeapons player; if (count lostWeapons == 0) then { {player addMagazine _x;} forEach UndercoverStartMags; {player addWeapon _x;} forEach UndercoverStartWeap; } else { {player addMagazine _x;} forEach lostMagazines; {player addWeapon _x;} forEach lostWeapons; }; }; waituntil {!(alive player)}; sleep 0.5; closeDialog 0; INV_hunger = 5; INV_thirst = 5; deadtimes = deadtimes + 1; ["deadtimes", deadtimes] spawn ClientSaveVar; call INV_InventarLeeren; lostWeapons = weapons role; lostMagazines = magazines role; removeAllWeapons role; if (isMayor) then { call mayorLoosePosition; "hint format [localize ""STRS_mayor_died"", rolestring];" call ISSE_pub_execPstr; }; if (isChief) then { call ChiefLoosePosition; "hint format [localize ""STRS_chief_died"", rolestring];" call ISSE_pub_execPstr; }; if ((rolecop == 0) || (roleundercover == 1)) then { if (roleterrorist == 1) then { // Respawn for the active by training terrorist DeadWaitSec = DeadWaitSec + deadtimewait; if (DeadWaitSec > DeadTimeMax) then {DeadWaitSec = DeadTimeMax;}; [] execVM "respawnCam.sqf"; player groupChat format [localize "STRS_dead_player_is_dead_terrorist", (round(respawnzeit+(DeadWaitSec)) call ISSE_str_IntToStr)]; sleep 3; ["DeadWaitSec", DeadWaitSec] spawn ClientSaveVar; call compile format ['%1_arrest = 0; %1_wanted = 0; %1_markerjammed = 0; publicVariable "%1_arrest"; publicVariable "%1_wanted"; publicVariable "%1_markerjammed";', rolestring]; showMap true; sleep respawnzeit-5; waituntil {alive player}; removeAllWeapons player; deleteVehicle role; role = player; waituntil {deadcam == 0}; holstervar = false; unholstervar = false; if (local_arrest == 0) then { player setpos (getpos hospitaltent2); } else { (format ["if (local server) then {[""arrestserver"", %1, %2, %4] execVM ""civMenuActions.sqf"";};", player, CivTimeInPrison, longrolenumber, player]) call ISSE_pub_execPstr; }; } else { // Respawn for all other Civs DeadWaitSec = DeadWaitSec + deadtimewait; if (DeadWaitSec > DeadTimeMax) then {DeadWaitSec = DeadTimeMax;}; [] execVM "respawnCam.sqf"; player groupChat format [localize "STRS_dead_player_is_dead_civ", (round(respawnzeit+(DeadWaitSec)) call ISSE_str_IntToStr)]; sleep 3; ["DeadWaitSec", DeadWaitSec] spawn ClientSaveVar; call compile format ['%1_arrest = 0; %1_wanted = 0; %1_markerjammed = 0; publicVariable "%1_arrest"; publicVariable "%1_wanted"; publicVariable "%1_markerjammed";', rolestring]; showMap true; sleep respawnzeit-5; waituntil {alive player}; removeAllWeapons player; deleteVehicle role; role = player; waituntil {deadcam == 0}; holstervar = false; unholstervar = false; if (local_arrest == 0) then { if ((isBodyguard) or (roleBodyguard == 1)) then { _respawncityhall = getpos rathaus; player setpos _respawncityhall; } else { _targetnumber = (floor(random(count respawnarray_mark))); _targetpos = (respawnarray_mark select _targetnumber); player setpos _targetpos; }; } else { (format ["if (local server) then {[""arrestserver"", %1, %2, %4] execVM ""civMenuActions.sqf"";};", player, CivTimeInPrison, longrolenumber, player]) call ISSE_pub_execPstr; }; }; } else { // Respawn for the cops if (DeadWaitSec > DeadTimeMax) then {DeadWaitSec = DeadTimeMax;}; player groupChat format [localize "STRS_dead_player_is_dead_cop", (round(DeadWaitSec) call ISSE_str_IntToStr)]; [] execVM "respawnCam.sqf"; sleep respawnzeit-5; waitUntil {alive player}; removeAllWeapons player; deleteVehicle role; role = player; holstervar = false; unholstervar = false; if ((isborderpatrol) or (roleborderpatrol == 1)) then { _borderprespawn = getpos borderpatrol_flag; player setpos _borderprespawn; }; }; sleep 1; };_radiotrackarray = ["ATrack1","ATrack2","ATrack3","ATrack4","ATrack5","ATrack6","ATrack7","ATrack8","ATrack23","ATrack23B","ATrack24","ATrack25","ATrack27","ATrack18"]; _tracknumber = (floor(random (count _radiotrackarray))); _track = _radiotrackarray select _tracknumber; playmusic _track; 10 fadeMusic 1; _kameraende = 0; deadcam = 1; _deadtime = (time+DeadWaitSec); _camera = "camera" camcreate [(getpos role select 0),(getpos role select 1)+10,(getpos role select 2)]; _camera cameraEffect ["internal", "back"]; _camera camSetPos [(getpos role select 0),((getpos role select 1)+10),(getpos role select 2)]; _camera camSetTarget role; _camera camSetFOV 0.700; _camera camCommit 0; waitUntil {camCommitted _camera}; _camera camSetPos [(getpos role select 0),((getpos role select 1)+10),(getpos role select 2)]; _camera camSetTarget role; _camera camSetFOV 0.700; _camera camCommit 10; waitUntil {camCommitted _camera}; camera camPreload 5; waitUntil {camPreloaded _camera}; _camera camSetPos (deadcam_position_array select deadcam_kameraposition); _camera camSetTarget (deadcam_target_array select deadcam_kameraposition); _camera camSetFOV 0.700; _camera camCommit 0; waitUntil {camCommitted _camera}; if (iscop) then { titleText [format[localize "STRS_deadcam_deadwait_cop", CivsKilled+CopsKilled, round(DeadWaitSec)], "plain"]; } else { titleText [format[localize "STRS_deadcam_deadwait_civ", deadtimes, round(DeadWaitSec)], "plain"]; }; while {true} do { deadcam_kameraposition = deadcam_kameraposition + 1; if (count deadcam_position_array <= deadcam_kameraposition) then { deadcam_kameraposition = 0; }; _kamerapos = deadcam_position_array select deadcam_kameraposition; _kameratarget = deadcam_target_array select deadcam_kameraposition; if (_deadtime < time) exitWith {deadcam = 0;}; _camera camSetPos _kamerapos; _camera camSetTarget _kameratarget; _camera camSetFOV 0.700; _camera camCommit deadcam_wechsel_dauer; waitUntil {(camCommitted _camera) or (_deadtime < time)};}; _camera cameraEffect ["terminate","back"]; titleCut [" ","Black in",1]; camDestroy _camera; 10 fadeMusic 0;//Re-typing of variable types // Most of this could be replaced by a single command (parseNumber for example), but too much stuff to change - keeping it as it is now ISSE_MAX_NUMBER = 2^26; ISSE_str_const_numbers = ["1", "2", "3", "4", "5", "6", "7", "8", "9", "0"]; ISSE_str_const_StringNum = ["1", "2", "3", "4", "5", "6", "7", "8", "9", "0", "."]; ISSE_str_const_letters = ["a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z"]; ISSE_str_const_lettersCap = ["A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z"]; ISSE_str_const_keys = [" ", "!", "$", "%", "&", "(", ")", "*", "+", ",", "-", ".", "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", ":", ";", "?", "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", "[", "]", "^", "_", "a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z"]; ISSE_str_const_codes = [32, 33, 36, 37, 38, 40, 41, 42, 43, 44, 45, 46, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 63, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 93, 94, 95, 97, 98, 99, 100, 101, 102, 103, 104, 105, 106, 107, 108, 109, 110, 111, 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122]; ISSE_str_const_validInput = [32, 33, 36, 37, 38, 40, 41, 42, 43, 44, 45, 46, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 63, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 93, 94, 95, 97, 98, 99, 100, 101, 102, 103, 104, 105, 106, 107, 108, 109, 110, 111, 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122]; ISSE_str_GetInteger = { private["_arr", "_i", "_num", "_isNumber", "_KommataCount", "_result", "_reString"]; _isNumber = true; _result = -1; _reString = ""; if ((typeName _this) == "STRING") then { _KommataCount = 0; _arr = _this call ISSE_str_StrToArr; for [{_i=0}, {_i < (count _arr)}, {_i=_i+1}] do { _num = _arr select _i; if (_num == ",") then { _arr SET[_i, "."]; _num = "."; }; if (_num == ".") then { _KommataCount = _KommataCount + 1;}; if ( ( (!(_num in ISSE_str_const_StringNum)) and ((_num != "-") and (_i == 0)) ) or (_KommataCount > 1) ) exitWith {_isNumber = false;}; }; _reString = _arr call ISSE_str_ArrToStr; if (_reString == "") exitWith {_isNumber = false;}; if (_isNumber) exitWith {_result = parseNumber(_reString);}; } else { if ((typeName _this) == "SCALAR") then { _isNumber = true; _result = _this; } else { _isNumber = false; }; }; [_isNumber, _result] }; ISSE_str_isInteger = { private["_num"]; _num = _this call ISSE_str_GetInteger;( (_num select 0) and ((_num select 1) == (round (_num select 1))) ) }; ISSE_str_isFloat = { ((_this call ISSE_str_GetInteger) select 0) }; ISSE_str_StrToInt = { ((999999) min ( round ((_this call ISSE_str_GetInteger) select 1) ) ) }; ISSE_str_StrToLongint = { ( round ((_this call ISSE_str_GetInteger) select 1) ) }; ISSE_str_StrToFloat = { ((_this call ISSE_str_GetInteger) select 1) }; ISSE_str_IntToStr = { private["_num", "_str", "_i", "_rest"]; _num = _this; _str = ""; if (typeName this == "STRING") then { hint "Error: Wrong argument in IntToStr function: String"; _str = _this; } else { if (_num >= 1000000) then { _i = 0; while {true} do { _i = _i + 1; _rest = (_num mod (10^_i)); _num = _num - _rest; _str = format["%2%1", _str, (_rest/(10^(_i-1)))]; if (_num <= 0) exitWith{}; }; } else { _str = format["%1", _num]; }; }; _str }; ISSE_str_StrToArr = { private["_arr", "_i"]; if ((typeName _this) == "STRING") then { _arr = toArray(_this); for [{_i=0}, {_i < (count _arr)}, {_i=_i+1}] do { _arr SET[_i, (toString [(_arr select _i)])]; }; _arr } else { [] }; }; ISSE_str_ArrToStr = { private["_str", "_i"]; _str = ""; if ((typeName _this) == "ARRAY") then { for [{_i = 0}, {_i < (count _this)}, {_i=_i+1}] do { _str = format["%1%2", _str, (_this select _i)]; }; }; _str }; ISSE_str_Length = { if ((typeName _this) == "STRING") then { (count (_this call isse_str_StrtoArr)) } else { -1 }; }; ISSE_str_SubString = { private["_arr", "_str", "_start", "_end", "_re", "_i"]; _str = _this select 0; _start = _this select 1; _end = _this select 2; _arr = _str call isse_str_StrtoArr; _re = []; if ((_end < 0) or (_start < 0)) then { _start = 0; _end = 0; }; if ( (count _arr) <= _end) then { _end = ((count _arr)-1); }; if ( (count _arr) <= _start) then { _start = ((count _arr)-1); }; if (_end < _start) then { _start = _end; }; for [{_i = _start}, {_i < _end}, {_i=_i+1}] do { _re = _re + [_arr select _i]; }; (_re call isse_str_ArrToStr) }; ISSE_str_IsInStr = { ( ([(_this select 0), (_this select 1)] call ISSE_str_Pos) > -1 ) }; ISSE_str_Pos = { private["_str", "_search", "_pos", "_found", "_i", "_j"]; _str = (_this select 0) call isse_str_StrToArr; _search = (_this select 1) call isse_str_StrToArr; _found = true; _pos = -1; for [{_i=0}, {_i < (((count _str)-(count _search))+1)}, {_i=_i+1}] do { _found = true; for [{_j=0}, {_j < (count _search)}, {_j=_j+1}] do { if (not ((_str select (_i+_j)) == (_search select _j)) ) exitWith {_found = false;}; }; if (_found) exitWith {_pos = _i;}; }; if (_found) then { _pos } else { -1 }; }; ISSE_str_Replace = { private["_str", "_strArr", "_search", "_searchArr", "_replace", "_replaceArr", "_re", "_SubStr1", "_SubStr2"]; _str = _this select 0; _strArr = (_this select 1) call isse_str_StrToArr; _search = _this select 1; _searchArr = (_this select 1) call isse_str_StrToArr; _replace = _this select 2; _replaceArr = (_this select 2) call isse_str_StrToArr; _found = [_str, _search] call ISSE_str_Pos; if (_found > -1) then { _SubStr1 = [_str, 0, _found] call ISSE_str_SubString; _SubStr2 = [_str, (_found + (count _searchArr)), (count _strArr)] call ISSE_str_SubString; _str = format["%1%2%3", _SubStr1, _replace, _SubStr2]; _str } else { _str } }; ISSE_str_toString = { format["%1", _this] }; // Roadblock script // roadblock.sqf _art = _this select 0; if (_art == "init") then { //INV_polizeisperre_cost = 500; INV_SperrenVerbotArray = [ [sperrenverbot1, 250], [sperrenverbot2, 25 ], [sperrenverbot3, 30 ]]; if (local server) then { for [{_i=1}, {_i <= count(INV_PLAYERLIST)}, {_i=_i+1}] do { call compile format [' strassensperre%1 = "Wire" createvehicle [0, 0, 0]; strassensperre%1 setVehicleInit "this setVehicleVarName ""strassensperre%1""; strassensperre%1 = this;"; [strassensperre%1, 300] spawn { private["_obj", "_dis", "_Move", "_x"]; _obj = (_this select 0); _dis = (_this select 1); while {true} do { _Move = true; sleep 10; { if (not(isNull _x)) then { if ((_x distance _obj) < _dis) exitWith {_Move = false;}; }; } forEach INV_PLAYERLIST; if (_Move) then { _obj setpos [0, 0, 0]; }; };}; ', _i]; }; sleep 0.2; processInitCommands; }; }; if (_art == "use") then { //_item = _this select 1; //_anzahl = _this select 2; _exitvar = 0; if (player != vehicle player) exitWith {player groupChat localize "STRS_inv_item_sperre_invcl";}; { if (player distance (_x select 0) < (_x select 1)) exitWith { _exitvar = 1; player groupChat localize "STRS_inv_item_sperre_hiernicht"; }; } forEach INV_SperrenVerbotArray; if (_exitvar == 1) exitWith {}; if (isNil "INV_local_hassperre") then {INV_local_hassperre = 0;}; if (INV_local_hassperre == 1) then { player groupChat localize "STRS_inv_item_sperre_moved"; } else { //if (('money' call INV_GetItemAmount) < polizeisperre_cost) exitWith {_exitvar = 1; player groupChat localize "STRS_inv_item_sperre_nomoney";}; player groupChat localize "STRS_inv_item_sperre_built"; //['money', -(INV_polizeisperre_cost)] call INV_AddInventoryItem; INV_local_hassperre = 1; call compile format ["localstrassensperre_obj = strassensperre%1;", sidenumber]; }; if (_exitvar == 1) exitWith {}; sleep 5; _posi = [(position player select 0) + (sin(getdir player)*2), (position player select 1) + (cos(getdir player)*2), 0]; format ["%1 setdir %2; %1 setpos %3;", localstrassensperre_obj, (getdir player), _posi] call ISSE_pub_execPstr;};// Paychecks for Cop, Civ, Mayor and active Terrorists // salaries.sqf // Zero the variable shit or get scalar bool error call compile format ["FinalTax_%1 = 0", rolestring]; Deliverymissionreward = 0; SearchjobMissionReward = 0; TaxiMissionReward = 0; WorkerHoeEarnings = 0; _completeincome = 0; _finalIncome = 0; _IncomeTax = 0; _taxclass = 0; _taxpercentage = 0; _MissionsReward = 0; _WorkersIncome = 0; _OverviewMissionsMsg = ""; _OverviewWelfareMsg = ""; _OverviewWorkPlaceMsg = ""; _OverviewWorkersMsg = ""; _OverviewBusinessAssetsMsg = ""; _OverviewTrainedJobMsg = ""; _OverviewMayorMsg = ""; _undercovermsg = ""; _patrolmsg = ""; _cromsg = ""; _swatmsg = ""; _borderpmsg = ""; _defaultCopIncomemsg = ""; _OverviewChiefPolMsg = ""; _zusatzgeld_under = 0; _zusatzgeld_patrol = 0; _zusatzgeld_cro = 0; _zusatzgeld_swat = 0; _zusatzgeld_border = 0; _tempTaxAccMonAvail = 0; while {true} do { sleep 60; player groupChat format[localize "STRS_geld_countdown", "4"]; sleep 60; player groupChat format[localize "STRS_geld_countdown", "3"]; sleep 60; player groupChat format[localize "STRS_geld_countdown", "2"]; sleep 60; player groupChat format[localize "STRS_geld_countdown", "1"]; sleep 60; if ((alive player) and (deadcam == 0)) then { // Cop Pay if (iscop) then { _tempTaxAccMonAvail = GovernmentTaxAccount; // Add default cop money if (_tempTaxAccMonAvail >= add_copmoney) then { _completeincome = _completeincome + add_copmoney; _tempTaxAccMonAvail = _tempTaxAccMonAvail - add_copmoney; call compile format ["FinalTax_%1 = FinalTax_%1 - add_copmoney", rolestring]; _defaultCopIncomemsg = format[localize "STRS_geld_CopBaseIncomemsg", add_copmoney]; } else { _defaultCopIncomemsg = localize "STRS_geld_CopBaseIncomemsgNO"; }; // Undercover cop additional pay (85% of default salary) if (isundercover) then { _zusatzgeld_under = ((add_copmoney/100)*85); if (_tempTaxAccMonAvail >= _zusatzgeld_under) then { _completeincome = _completeincome + _zusatzgeld_under; _tempTaxAccMonAvail = _tempTaxAccMonAvail - _zusatzgeld_under; call compile format ["FinalTax_%1 = FinalTax_%1 - _zusatzgeld_under", rolestring]; _undercovermsg = format[localize "STRS_geld_undercovermsg", _zusatzgeld_under]; } else { _undercovermsg = localize "STRS_geld_undercovermsgNO"; }; }; // Patrol Officer additional pay (55% of default salary) if (isPatrolOfficer) then { _zusatzgeld_patrol = ((add_copmoney/100)*55); if (_tempTaxAccMonAvail >= _zusatzgeld_patrol) then { _completeincome = _completeincome + _zusatzgeld_patrol; _tempTaxAccMonAvail = _tempTaxAccMonAvail - _zusatzgeld_patrol; call compile format ["FinalTax_%1 = FinalTax_%1 - _zusatzgeld_patrol", rolestring]; _patrolmsg = format[localize "STRS_geld_patrolmsg", _zusatzgeld_patrol]; } else { _patrolmsg = localize "STRS_geld_patrolmsgNO"; }; }; // Criminal-Respone Officer additional pay (90% of default salary) if (isCroOfficer) then { _zusatzgeld_cro = ((add_copmoney/100)*90); if (_tempTaxAccMonAvail >= _zusatzgeld_cro) then { _completeincome = _completeincome + _zusatzgeld_cro; _tempTaxAccMonAvail = _tempTaxAccMonAvail - _zusatzgeld_cro; call compile format ["FinalTax_%1 = FinalTax_%1 - _zusatzgeld_cro", rolestring]; _cromsg = format[localize "STRS_geld_cromsg", _zusatzgeld_cro]; } else { _cromsg = localize "STRS_geld_cromsgNO"; }; }; // Swat Officer additional pay (110% of default salary) if (istrainedSwat) then { _zusatzgeld_swat = ((add_copmoney/100)*110); if (_tempTaxAccMonAvail >= _zusatzgeld_swat) then { _completeincome = _completeincome + _zusatzgeld_swat; _tempTaxAccMonAvail = _tempTaxAccMonAvail - _zusatzgeld_swat; call compile format ["FinalTax_%1 = FinalTax_%1 - _zusatzgeld_swat", rolestring]; _swatmsg = format[localize "STRS_geld_swatmsg", _zusatzgeld_swat]; } else { _swatmsg = localize "STRS_geld_swatmsgNO"; }; }; // Borderpatrol Additional Payment (75% of default salary) if (isborderpatrol) then { _zusatzgeld_border = ((add_copmoney/100)*75); if (_tempTaxAccMonAvail >= _zusatzgeld_border) then { _completeincome = _completeincome + _zusatzgeld_border; _tempTaxAccMonAvail = _tempTaxAccMonAvail - _zusatzgeld_border; call compile format ["FinalTax_%1 = FinalTax_%1 - _zusatzgeld_border", rolestring]; _borderpmsg = format[localize "STRS_geld_bordermsg", _zusatzgeld_border]; } else { _borderpmsg = localize "STRS_geld_bordermsgNO"; }; }; // Add chief of police Money if (ischief) then { if (PoliceChiefExtraPay > _tempTaxAccMonAvail) then { _OverviewChiefPolMsg = localize "STRS_geld_ChiefPoliceNOMoney"; } else { _completeincome = _completeincome + PoliceChiefExtraPay; call compile format ["FinalTax_%1 = FinalTax_%1 - PoliceChiefExtraPay", rolestring]; _OverviewChiefPolMsg = format[localize "STRS_geld_ChiefPoliceYESMoney", PoliceChiefExtraPay]; }; }; // COP SPECIFIC PART ENDS HERE } else { if (isterrorist) then { player groupChat localize "STRS_geld_terroristadd"; } else { //******* CIVILLIAN PAY STARTS HERE ******** // Zero Vars _workplacepaycheck = 0; _uniPaycheck = 0; _TrainedJobReward = 0; _zusatzgeld_bodyguard = 0; if (timeinworkplace > 0) then { _workplacepaycheck = (round(add_workplace/180*timeinworkplace)); if ("uni" call INV_HasLicense) then { _uniPaycheck = (round(uni_training_add/180*timeinworkplace)); _workplacepaycheck = _workplacepaycheck + _uniPaycheck; }; _completeincome = _completeincome + _workplacepaycheck; }; timeinworkplace = 0; _immobilienGeld = 0; for [{_i=0}, {_i < (count BuyAbleBuildingsArray)}, {_i=_i+1}] do { if ( ((BuyAbleBuildingsArray select _i) select 0) in BuildingsOwnerArray ) then { _immobilienGeld = _immobilienGeld + ( round( (random 2)*((BuyAbleBuildingsArray select _i) select 4) ) ); }; }; _completeincome = _completeincome + _immobilienGeld; for [{_i=0}, {_i < (count BuyAbleBuildingsArray)}, {_i=_i+1}] do { _Scriptname = (BuyAbleBuildingsArray select _i) select 0; _flag = (BuyAbleBuildingsArray select _i) select 2; _art = (BuyAbleBuildingsArray select _i) select 5; _ablage = (BuyAbleBuildingsArray select _i) select 6; if ( (_Scriptname in BuildingsOwnerArray) and (_art == "shop") ) then { _verkaufitems = _ablage call INV_ReturnAblage; { if (not((_x select 0) == 'geld')) then { _addinfo = ((_x select 0) call INV_getitemArray); _menge = round(random(_x select 1)); _sellCost = (_addinfo call INV_getitemSellCost); _buyCost = (_addinfo call INV_getitemBuyCost); _addgeld = ( (round( _cost + (random(_buyCost - _cost)))) * _menge); [(_x select 0), -(_menge), _ablage] call INV_AddItemStorage; ['geld', _addgeld, _ablage] call INV_AddItemStorage; }; } forEach _verkaufitems; }; }; // Add Money for Bodyguard if ((isBodyguard) or (roleBodyguard == 1)) then { _zusatzgeld_bodyguard = (round (1750 + (random 1000))); }; // Adds Trained Job Salaries such as Bodygurad, Medic, Mechanics, etc. _TrainedJobReward = _TrainedJobReward + _zusatzgeld_bodyguard; _completeincome = _completeincome + _TrainedJobReward; // Adds Missions-Reward: _MissionsReward = _MissionsReward + TaxiMissionReward + Deliverymissionreward + SearchjobMissionReward; _completeincome = _completeincome + _MissionsReward; // Adds Workers income: _WorkersIncome = _WorkersIncome + WorkerHoeEarnings; _completeincome = _completeincome + _WorkersIncome; // Adds MAYOR pay bonus *IF* there is enough money on the Governements Account. Has always one round paycheque delay - not other possible, but we know the governemnts are slow.... :p if (isMayor) then { if (GovernmentTaxAccount >= MayorExtraPay) then { _completeincome = _completeincome + MayorExtraPay; _mayorPayVar = MayorExtraPay; // OLD: GovernmentTaxAccount = GovernmentTaxAccount - MayorExtraPay; call compile format ["FinalTax_%1 = FinalTax_%1 - MayorExtraPay", rolestring]; // Message-part for detailed overview *IF* enough money was on governments account. _OverviewMayorMsg = format[localize "STRS_geld_overviewmsgmayorYes", _mayorPayVar]; } else { // Message-part for detailed overview *IF* **NOT** enough money was on governments account. _OverviewMayorMsg = localize "STRS_geld_overviewmsgmayorNo"; }; }; // Adds basic welfare salaray *IF* Enough money is on governements account if (GovernmentTaxAccount >= add_civmoney) then { // You dont get welafare if your income or bank account is over a certain value if ((_completeincome >= GblWelfareIncomeLimit) || (kontostand > GblWelfareBankLimit)) then { _OverviewWelfareMsg = localize "STRS_geld_overviewmsgwelfareLimitReached"; } else { _completeincome = _completeincome + add_civmoney; // OLD: GovernmentTaxAccount = GovernmentTaxAccount - add_civmoney; call compile format ["FinalTax_%1 = FinalTax_%1 - add_civmoney", rolestring]; _OverviewWelfareMsg = format[localize "STRS_geld_overviewmsgwelfareYes", add_civmoney]; }; } else { _OverviewWelfareMsg = localize "STRS_geld_overviewmsgwelfareNo"; }; //******************* MESSAGE-PARTS ******************* // Message for Workplaces you worked in: if (_workplacepaycheck > 0) then { _OverviewWorkPlaceMsg = format[localize "STRS_geld_overviewmsgworkplaces", _workplacepaycheck]; }; // Message for done Jobs like Taxi, delivery, workers, etc... if (_MissionsReward > 0) then { _OverviewMissionsMsg = format[localize "STRS_geld_overviewmsgmissions", _MissionsReward]; }; if (_WorkersIncome > 0) then { _OverviewWorkersMsg = format[localize "STRS_geld_overviewmsgworkers", _WorkersIncome]; }; // Message for income from trained Jobs (Medic, Bodyguard, etc.) if (_TrainedJobReward > 0) then { _OverviewTrainedJobMsg = format[localize "STRS_geld_overviewmsgtrainedjobs", _TrainedJobReward]; }; // Message for income from business Objects (WPs, Shops) if (_immobilienGeld > 0) then { _OverviewBusinessAssetsMsg = format[localize "STRS_geld_overviewmsgbusinessassets", _immobilienGeld]; }; }; }; // CIV-Specific part ends //****************************TAXATION STARTS HERE*************************************// // Basic Income Taxation starts here. Incometax is fixed here, but can later be changed by Mayor hopefully. // Tax classes starting from 1 t0 5. Values: 1=10%, 2=19%, 3=26%, 4=33%, 5=41% // Issetea if you steal this unique feature also from us, i know where you Live........ // For tax-class 1 if (_completeincome < 1000) then { _taxclass = 1; _taxpercentage = GblIncomeTaxClass1; _IncomeTax = round((_completeincome / 100) * GblIncomeTaxClass1); _finalIncome = _completeincome - _IncomeTax; }; // For tax-class 2 if ((_completeincome >= 1000) && (_completeincome <= 4000)) then { _taxclass = 2; _taxpercentage = GblIncomeTaxClass2; _IncomeTax = round((_completeincome / 100) * GblIncomeTaxClass2); _finalIncome = _completeincome - _IncomeTax; }; // For tax-class 3 if ((_completeincome >= 4001) && (_completeincome <= 9999)) then { _taxclass = 3; _taxpercentage = GblIncomeTaxClass3; _IncomeTax = round((_completeincome / 100) * GblIncomeTaxClass3); _finalIncome = _completeincome - _IncomeTax; }; // For tax-class 4 if ((_completeincome >= 10000) && (_completeincome <= 20000)) then { _taxclass = 4; _taxpercentage = GblIncomeTaxClass4; _IncomeTax = round((_completeincome / 100) * GblIncomeTaxClass4); _finalIncome = _completeincome - _IncomeTax; }; // For tax-class 5 if (_completeincome >= 20001) then { _taxclass = 5; _taxpercentage = GblIncomeTaxClass5; _IncomeTax = round((_completeincome / 100) * GblIncomeTaxClass5); _finalIncome = _completeincome - _IncomeTax; }; // Add incometax to the biiiiigggg Government TAX-Account // OLD: GovernmentTaxAccount = GovernmentTaxAccount + _IncomeTax; // Add VAT to the Government TAX Account // OLD: GovernmentTaxAccount = GovernmentTaxAccount + INV_SteuernGezahlt; // OLD: PublicVariable "GovernmentTaxAccount"; // NEW WAY of taxation handled by server.... call compile format ["FinalTax_%1 = FinalTax_%1 + _IncomeTax + INV_SteuernGezahlt; PublicVariable ""FinalTax_%1""; ", rolestring]; TaxationServerStart = rolestring; publicvariable "TaxationServerStart"; // What finally arrives at your account kontostand = kontostand + _finalIncome; // Debug Hint Message. Sleep because PubVar takes some seconds to reach client after calculation... if (Debug) then { sleep 10; hint format ["Personal income-tax is: %1\nthe percentage is: %2\nthe final-income is %3.\nThe gross-income was %4.\nGvmnt Tax-Account: %5\nOwn Bank-Account: %6 \nPersonal VAT payed: %7", _IncomeTax, _taxpercentage, _finalIncome, _completeincome, (GovernmentTaxAccount call ISSE_str_IntToStr), (kontostand call ISSE_str_IntToStr), (INV_SteuernGezahlt call ISSE_str_IntToStr)]; }; // New Mesasge for Brief Overview of Income, both Civs and Cops player groupChat format[localize "STRS_geld_briefoverviewmsg", _completeincome, _finalIncome, _IncomeTax, _taxclass, _taxpercentage]; // New Detailed-Income Message CIV if (!isCop) then { player groupChat format[localize "STRS_geld_civmoneyadd", _OverviewWelfareMsg, _OverviewWorkPlaceMsg, _OverviewWorkersMsg, _OverviewMissionsMsg, _OverviewTrainedJobMsg, _OverviewBusinessAssetsMsg, _OverviewMayorMsg]; } else { // New Detailed-Income Message COP player groupChat format[localize "STRS_geld_copmoneyadd", _defaultCopIncomemsg, _undercovermsg, _patrolmsg, _cromsg, _swatmsg, _borderpmsg, _OverviewChiefPolMsg]; }; //****** RESET ALL VARIABLES AND/OR MESSAGE_VARS (which can have different stages) AT THE END OF EACH PAYCHEQUE ROUND ******** INV_SteuernGezahlt = 0; //VAT _IncomeTax = 0; // Income Tax call compile format ["FinalTax_%1 = 0", rolestring]; if (TaxiMissionReward > 0) then {TaxiMissionReward = 0;}; if (Deliverymissionreward > 0) then {Deliverymissionreward = 0;}; if (SearchjobMissionReward > 0) then {SearchjobMissionReward = 0;}; if (WorkerHoeEarnings > 0) then {WorkerHoeEarnings = 0;}; _MissionsReward = 0; _WorkersIncome = 0; _TrainedJobReward = 0; _finalIncome = 0; _completeincome = 0; _taxclass = 0; _taxpercentage = 0; _OverviewMayorMsg = ""; _OverviewChiefPolMsg = ""; _OverviewWelfareMsg = ""; _OverviewMissionsMsg = ""; _OverviewWorkPlaceMsg = ""; _OverviewWorkersMsg = ""; _OverviewBusinessAssetsMsg = ""; _OverviewTrainedJobMsg = ""; _defaultCopIncomemsg = ""; _undercovermsg = ""; _patrolmsg = ""; _cromsg = ""; _swatmsg = ""; _borderpmsg = "" } else { // No paycheck when dead: player groupChat format[localize "STRS_geld_paycheckdead"]; }; };_Position = _this select 0; CAM_FreecamMoveTime = 3; FreeCamera = "camera" camCreate _Position; FreeCamera cameraEffect ["internal", "back"]; FreeCamera camSetFOV 0.700; FreeCamera camPreload 5; FreeCamera camCommit 0; FreeCamera setVectorUp [(sin 0)*(cos -89),-(sin -89),(cos 0)*(cos -89)]; waitUntil {camCommitted FreeCamera}; if (!(createDialog "free_cam")) exitWith {hint "Dialog Error!";}; CAM_FreeCamActive = true; (findDisplay 2001) displaySetEventHandler["KeyDown", 'nul = _this spawn { switch (_this select 1) do { case 17: {FreeCamera camsetpos [(getpos FreeCamera select 0), (getpos FreeCamera select 1)+100, (getpos FreeCamera select 2)]; FreeCamera camCommit CAM_FreecamMoveTime;}; case 30: {FreeCamera camsetpos [(getpos FreeCamera select 0)-100, (getpos FreeCamera select 1), (getpos FreeCamera select 2)]; FreeCamera camCommit CAM_FreecamMoveTime;}; case 32: {FreeCamera camsetpos [(getpos FreeCamera select 0)+100, (getpos FreeCamera select 1), (getpos FreeCamera select 2)]; FreeCamera camCommit CAM_FreecamMoveTime;}; case 31: {FreeCamera camsetpos [(getpos FreeCamera select 0), (getpos FreeCamera select 1)-100, (getpos FreeCamera select 2)]; FreeCamera camCommit CAM_FreecamMoveTime;}; case 33: {FreeCamera camsetpos (getpos FreeCamera); FreeCamera camCommit 0;}; };};']; buttonSetAction [21, format["FreeCamera camsetpos [(getpos FreeCamera select 0)-100, (getpos FreeCamera select 1), (getpos FreeCamera select 2)]; FreeCamera camCommit CAM_FreecamMoveTime;"] ]; buttonSetAction [22, format["FreeCamera camsetpos [(getpos FreeCamera select 0), (getpos FreeCamera select 1)+100, (getpos FreeCamera select 2)]; FreeCamera camCommit CAM_FreecamMoveTime;"] ]; buttonSetAction [23, format["FreeCamera camsetpos [(getpos FreeCamera select 0), (getpos FreeCamera select 1)-100, (getpos FreeCamera select 2)]; FreeCamera camCommit CAM_FreecamMoveTime;"] ]; buttonSetAction [24, format["FreeCamera camsetpos [(getpos FreeCamera select 0)+100, (getpos FreeCamera select 1), (getpos FreeCamera select 2)]; FreeCamera camCommit CAM_FreecamMoveTime;"] ]; buttonSetAction [25, format["camUseNVG true;"] ]; buttonSetAction [26, format["camUseNVG false;"] ]; buttonSetAction [27, format["FreeCamera camsetpos (getpos FreeCamera); FreeCamera camCommit 0;"] ]; buttonSetAction [28, format["closeDialog 0;"] ]; sliderSetRange [10, 175, 1500]; sliderSetSpeed [10, 100, 250]; sliderSetRange [11, 0, 200]; sliderSetSpeed [11, 0.05, 20]; _slider1 = 0; _slider2 = 0; while {(ctrlVisible 1029)} do { if ( (round(sliderPosition 10)) != _slider1 ) then { _slider1 = (round(sliderPosition 10)); FreeCamera camsetpos [(getpos FreeCamera select 0), (getpos FreeCamera select 1), _slider1]; FreeCamera camCommit CAM_FreecamMoveTime; }; if ( (sliderPosition 11) != _slider2 ) then { _slider2 = (sliderPosition 11); if (_slider2 < 600) then { setAperture _slider2; } else { setAperture -1; }; }; sleep 0.1; }; setAperture -1; CAM_FreeCamActive = false; FreeCamera cameraEffect ["terminate", "back"]; titleCut [" ","Black in",1]; camDestroy FreeCamera;_arrStr1 = ""; _arrStr2 = ""; _arrStr3 = ""; _arrStr4 = ""; while {true} do { for [{_i=0}, {_i < (count INV_PLAYERSTRINGLIST)}, {_i=_i+1}] do { INV_PLAYERLIST SET [_i, call compile (INV_PLAYERSTRINGLIST select _i)] }; for [{_i=0}, {_i < (count INV_VehicleArray)}, {_i=_i+1}] do { if (isNull (INV_VehicleArray select _i)) then { INV_VehicleArray set [_i, ""]; INV_VehicleArray = INV_VehicleArray - [""]; }; }; if (INV_SaveVclArray) then { if ( (_arrStr3 != format["%1", INV_VehicleArray]) and ((count INV_VehicleArray) > 0) ) then { _arrStr3 = format["%1", INV_VehicleArray]; ["INV_VehicleArray", INV_VehicleArray] call ClientSaveVar; }; }; for [{_i=0}, {_i < (count INV_ServerVclArray)}, {_i=_i+1}] do { if (isNull (INV_ServerVclArray select _i)) then { INV_ServerVclArray set [_i, ""]; INV_ServerVclArray = INV_ServerVclArray - [""]; }; }; if (isServer) then { if (INV_JIP) then { _arrStr1 = format["%1", INV_ServerVclArray]; publicVariable "INV_ServerVclArray"; }; }; for [{_i=0}, {_i < (count INV_ObjectsArray)}, {_i=_i+1}] do { if (isNull (INV_ObjectsArray select _i)) then { INV_ObjectsArray SET [_i, ""]; INV_ObjectsArray = INV_ObjectsArray - [""]; }; }; if (INV_SaveObjArray) then { if ( (_arrStr4 != format["%1", INV_ObjectsArray]) and ((count INV_ObjectsArray) > 0) ) then { _arrStr4 = format["%1", INV_ObjectsArray]; ["INV_SaveObjArray", INV_ObjectsArray] call ClientSaveVar; }; }; for [{_i=0}, {_i < (count INV_ServerObjArray)}, {_i=_i+1}] do { if (isNull (INV_ServerObjArray select _i)) then { INV_ServerObjArray set [_i, ""]; INV_ServerObjArray = INV_ServerObjArray - [""]; }; }; if (isServer) then { if (INV_JIP) then { _arrStr2 = format["%1", INV_ServerObjArray]; publicVariable "INV_ServerObjArray"; }; }; if (INV_JIP) then {INV_JIP = false;}; sleep 5;};_art = ((_this select 3) select 0); if (_art == "getajob_search") then { if (alreadygotaworkplacejob == 2) exitWith {player groupChat localize "STRS_workplacemission_searchalready";}; if (alreadygotaworkplacejob == 1) exitWith {player groupChat localize "STRS_workplacemission_search_alreadydelivery";}; if (workplacejob_search_cancel == 1) exitWith {player groupChat localize "STRS_workplacemission_nochgesperrt";}; alreadygotaworkplacejob = 2; _searchjob = floor(random(count workplacejob_searchmessages)); _searchmsg = (workplacejob_searchmessages select _searchjob); _searchobj = (workplacejob_searchobjects select _searchjob); _objposarray = workplacejob_searchpos select (floor(random(count workplacejob_searchpos))); _objectlogic = _objposarray select 0; _objectposition = getpos (_objectlogic); _objectradius = _objposarray select 1; _searchobject = _searchobj createVehicleLocal [((_objectposition select 0)+(random(_objectradius)-random(_objectradius))), ((_objectposition select 1)+(random(_objectradius)-random(_objectradius))), _objectposition select 2]; player groupChat _searchmsg; _action = 0; _distancenachricht = 0; _money = searchjobsuccess; while {true} do { if ((player distance workplace_getjobflag_1 <= 5) and (alreadygotaworkplacejob == 2) and (_action == 0)) then { workplace_searchaction_cancel = player addAction [localize "STRS_workplacemission_addaction_searchjob_cancel", "searchJob.sqf", ["canceljob_search", _searchobject]]; _action = 1; }; if ((((player distance workplace_getjobflag_1 > 5) or (alreadygotaworkplacejob == 0)) and (_action == 1))) then { player removeAction workplace_searchaction_cancel; _action = 0; }; if ((player distance _searchobject < 15) and (_distancenachricht == 0)) then { player groupChat localize "STRS_workplacemission_searchjob_targetreached"; _distancenachricht = 1; }; if (player distance _searchobject >= 15) then { _distancenachricht = 0; }; if ((player distance _searchobject) < 7) exitWith { player removeaction finishsearchjobaction; deletevehicle _searchobject; player groupChat format[localize "STRS_workplacemission_search_finish", (_money call ISSE_str_IntToStr)]; // ['money', _money] call INV_AddInventoryItem; SearchjobMissionReward = _money; alreadygotaworkplacejob = 0; }; if (_money > searchjobmin) then {_money = _money - 10;}; if (alreadygotaworkplacejob == 0) exitWith {}; sleep 1; };}; if (_art == "canceljob_search") then { deletevehicle ((_this select 3) select 1); player groupChat format[localize "STRS_workplacemission_search_cancel", (workplacejob_search_cancelsperre call ISSE_str_IntToStr)]; alreadygotaworkplacejob = 0; player REMOVEACTION workplace_searchaction_cancel; workplacejob_search_cancel = 1; sleep (workplacejob_search_cancel*60); workplacejob_search_cancel = 0; };JFIFddDucky<Adobed       !1aAQq"2BRbr#T5!1AQaq"2B#Rbr3S4 ?gQ,D*6vIRl(G Ʃ[a[F*h!HF0ʐB@!$BbAB`E,H0 ,H0"$X*XA`!vQOe 8O!2_N,.Ҳ V& I"sq=u=uK4q~5S#t_Krf=2{W>{,{ҷ/JEfzF4k/hF'$ <>۹?S.\M{=Y UJl?b%*n<6{?9Ef7l)@al!E2BȌT&&&I ! ! %AAA QۛƭFX#8?M˱C~& ooyFٮ`,~IsU<$hcl\eni6Vj_4|$9Z̷MY2Ծ7\3?_z{7W>7TՅPX Ա^\92~ /ިpژ uLK4yG{?\ݾ.UFIknױUkXv0K6PzLȵ3{Vr`=igrݪU]0@YbB0QoSwϓv55]t*H#p tS=Gh]W~پ~ѿ7!Y5WWS;1p7wѾuOan6n =Jqx+ɛBwgi! ! MnL -X׷o:n->GϽW^k_38oG7Q~lVg8UtLg$$2$V_uFV xN%PRU8QaI aI aI aI aV0ʐ   ,C+,ŁDbeYtGQmږ{]*GD4Z%(Ӫ7t>Ю\U8ÞSiRv)?'Ό?sܝkv8._9mcVR|{%'JIIpY,K\e?& MxSxVcs]>t|GѴKu)) dr&}2ǃ tIIe;jĿvdGm{=}\=t֏`P#\fZt ўHu~2u-X%A_f+- jW8%JVL鷦1\9*VvL00L"0a!ȱ 121b،X#+./v2[r}{'cwkغCXOֵתV qFgq>uܵG(^Um{I80qK!vWwO؆HA;9!ZU1,Nu1"񉣶KEIq|[=,[ԊWu~3u+vNīMfl2܎ߦPvfܪ5#8mmUZ@BB}ӢQRq$pX{螦 /f۝bm(񔐵+ؠ(@gLp>. !!{G/bHgz`jw/S\H]8*O^BjرoFbTQN#Ͽ8rq|xZ\d4tQ %LE$*B!  XbeYtF)ˢ)Z`-Lx͜~[oܦi=Q |ݬJ#u;zѳziܷi?8 ogG{...6%{ydYYtS5O$oۛ8un-ʈ˙zݻNW-Ժ9 }XpO;kSyMgb2(ўB2(VʐR!!p !!!b+-)rceceɆ ?-)b;sǴFt):DR?Nt1wݣ鲒2kŕLkJv~&N%[zz;Χ89Jvp;包Jퟃx ۵jնU'pqk$S.mޝKv.)$\5޵ [ RB$'S-𞫔Mt^f~n<,aBɊsıbFy1Ma BHB@ā@2@:L`0)ja03M- c8D6?qSo3zS y S _`$8&hsSst!SZ7zt\y؊Gk}wo jZXdX-6'p؜ev菍61LV]2)aǐ[,f3erZY\t^CS9g8,֠^`)NZxUl.}i\~_S/:G" h!-)<, [#*@ ! A,H  tt0&1KS  [eaH#SNXP+i֕;=K8RQ*.˷݉'*)Y][0~rΦ݂O.Sgc6Eӝݸtnj_=c5iX-إSe8زrM$t{~)jr&vecA\^SYwAta//p/םJoGՖKC/FݬnKteCrϬHJrOS^Uk7"V?>OK[]+fT_rõiQja @>㌪ zUH["(G9Ӕicؽ| ^+1b !r^'N\R΍^,ouE ·b-~< 7V9 NDvkÆ6ދ{Wev'R'rA>[^欞`9Jn2nͻaܜ}ƛ~{kjѥ!(0Cz{ܽ5uo_築ٮ5Jc)Hg>JI˷)ڔ`ɧF`ryp3j<+rq$7Vk0'>U$_ jQr=l=26\r{+cp6XJ`{5UI8?c mKr+iړ_}QN[caB #w3Z^àV׊@꫐*0s3qĥ 1SIq~xӶd#zƽm"ݗn1vg%]h:AʚMm.1ڸ`ICu+wZ\l-Bݧe1 R "v<]mF.Z?1`y v?^rM8_C;^C[kO;{rxDu.Ze >=+lO7z6ZU~A-W:eۜ8x;-Jl@=:_׆O%2qOمE}txâWm YvqXQ-K,Pw%(]jI`U.@9v8œSʍ$҄|tպ2R{ ʕ~Eyk k 2q1bL|Wmwo21Q֟sM.'G.GLoz[Hvɰdd묛 ɰ>h묛IO2OuM%l}ykn̶11]x L Pe"IAS[WAuxI(w7h^Y6O_;A'Mדi:zdNF6nh^E.hU`:_&=~m\pdN=hzMIr{6Oq&u7ɴ&v k3"\?GFX_ArmaViewDistance = 800; GFX_ArmaTerrainGrids = [50, 25, 12.5, 6.25, 3.125]; GFX_ArmaTerrainGridsSel = 1; setViewDistance GFX_ArmaViewDistance; setTerrainGrid (GFX_ArmaTerrainGrids select GFX_ArmaTerrainGridsSel);_opfer = _this select 0; _opferstring = _this select 1; _opferbounty = _this select 2; _money = 'money' call INV_GetItemAmount; if (rolestring == _opferstring) exitWith {player groupChat localize "STRS_handlerdeadpub_suicide"; SelfKilled = SelfKilled + 1;}; if (_opferstring in civstringarray) then { CivsKilled = CivsKilled + 1; player groupChat format [localize "STRS_handlerdeadpub_bounty_youkilled", _opferstring, (_opferbounty call ISSE_str_IntToStr)]; _gesucht = 0; call compile format ["_gesucht = %1_wanted;", _opferstring]; if ((_opferbounty > 0) and ("bounty" call INV_HasLicense)) then { ['money', _opferbounty] call INV_AddInventoryItem; player groupChat format [localize "STRS_handlerdeadpub_bounty_kill", (_opferbounty call ISSE_str_IntToStr)]; }; if (iscop) then { DeadWaitSec = DeadWaitSec + deadcoptimewait; ["DeadWaitSec", DeadWaitSec] spawn ClientSaveVar; if (_gesucht == 0) then { player groupChat format [localize "STRS_handlerdeadpub_civkilled", _opferstring, (killstrafe call ISSE_str_IntToStr)]; ['money', -(killstrafe)] call INV_AddInventoryItem; }; } else { if (_gesucht == 0) then { true call TurnWantedFunc; }; }; sleep 1; (format ["[""KilledCiv"", %1, ""%2""] spawn Isse_AddCrimeLogEntry;", player, _opferstring]) call ISSE_pub_execPstr;}; if (_opferstring in copstringarray) then { CopsKilled = CopsKilled + 1; if (iscop) then { DeadWaitSec = DeadWaitSec + deadcoptimewait; ["DeadWaitSec", DeadWaitSec] spawn ClientSaveVar; player groupChat format [localize "STRS_handlerdeadpub_copkilledbycop", _opferstring]; ['money', -(copteamkillstrafe)] call INV_AddInventoryItem; if ( (player distance copbase1 <= 400) or (_opfer distance copbase1 <= 400) or (CopsKilled > 5) ) then { [] execVM "jailCop.sqf"; }; } else { player groupChat format [localize "STRS_handlerdeadpub_copkilled", _opferstring]; true call TurnWantedFunc; }; sleep 1; (format ["[""KilledCop"", %1, ""%2""] spawn Isse_AddCrimeLogEntry;", player, _opferstring]) call ISSE_pub_execPstr;};JFIFddDucky<Adobed         s!1AQa"q2B#R3b$r%C4Scs5D'6Tdt& EFVU(eufv7GWgw8HXhx)9IYiy*:JZjzm!1AQa"q2#BRbr3$4CS%cs5DT &6E'dtU7()󄔤euFVfvGWgw8HXhx9IYiy*:JZjz ?*)o[602 ap /"-EQW"Klb26 & m^Ot/Gq'}Tx:YOd{?24;u̗Jkk)Fק FJ3\|l-+]63)x#1͎nlçxLd5Z;7a@?8˫e3I;*xf~i\,sƱFsCڹV] &Ai0#|"3 %<(xz5K<"hZ~pO uSF}Qb|, a,/x-(wf>,COߣ?/+ ??҅)}:QC O(&:#Mo=}.١Ks:뙸`vy r-34P`.$,,‹ qXdDÒj+N CWb][,ၘ^`S-*r%%UNDĪU9DfD 2nnQAp#fQQKlv ǵ?cS(x>&1Vs)ʙ"2xy2&3 KmE{@OZQf8>je ^]nRv*Ǽ˦#C%|h/!fGƎ[q0w0L( $y3i+I8XCWb][,c `fE9"[UTK|J@ĪdHr#$MĐʲ]MAʧE3OX%D37QciiL`|GЎs . jfGĕU}!ds!"9|ĎahL]~bR0*_Ćdi?%\M`q&0Eaƒ439&PUثWbbd`d E9WȖؕEl ђDU["C|d!Ȍvw[Lav#Y1 .~Y<?>hѨn3Fl|x|bSy^T3l>ǧ^YMG(^KipFwi{ɌLQqz YW0,њv4bh618*!ت[K_̍'{ |&|q&`q0IIAK`ZثWb[][K`d p3p8 %El6*+HnU7j5U| FEbG~.k3Qy~#ee EA"AEY%bL5 x'}%ns*rařQlq0IA8ZÅk b]v*)v*\Sm+d )Ixl$6F+Hn7Fj)Mx|6 炙]hS?ܓA=MEK<k:?hcqT䃏"0%3i*g YZpثWb]oo]\SmA\@@ . /D$6jc5@n^6 YYX205x69LMazŪH];>m,-ѻ30IF3G7RRWUu'2Aq`Q)m=Xc6n@|RRc *LrAEML4H-Ea5 (v*UثWb]ov)nn)mp886 f$6 m^#MK54Mp|&47sƗi|4c6%6l RjXNVYZpXv* ,h7$(@Ȁi If}705W24e.BNchpfꊃN4k e?egxDLһ^[揫[;PH?˳ez^LR\g}d_bpAo\AnY+1&FP/)X1O2L#" .[.[G,,q!yeE}"ً!)rqkuln!xYQ"$}92m>.H8_՞s5GV*iE\k%b =o`{9YYĂFշhiQ"v4li)f$64IX)7L7VtM+҃)͗Vf?7>8].#n1zz}F=`]ٹiˎ<\RJݮ*B4dc6LN'xM@f&,=9{mν< yY,ƀ*;|9 qf?!e+=mK,Z3:K4K ޠ232 PvWz l%!s;Bp!YwWZ&eO aSc=^GGعu8gզWtȬgi'n>UUC!@;wev4pd92L/ʊ+Ӛ2[Jx_i[k<[bi= ,r50Q {[ 3ĎӍT S{|K=ťcY)F~}tSIk8Xz2ޕu=ddۧoOc8_D#!w,eOpJ/C=B5 ZL3?[WGw%ҡOk]e;'ڍF.41njztz j2*d"cY3`1{;gN LzAc΂ꐿ3ƪdUPXvjjY1BO`v]/.%Gj~& Nj>l^h2treބ|}tvYT4jwjE6~QCu]G!0&2wN4s+,1Pn{TcW<6./meFgc\U֕qIf-3ۏ!µᐞ$gB22%15bw1nYO<Q 3fhJޣ&ҚyR5(!(yc e8#Ca P&1>ymkYkK!Mh8%lO)"ۑ=Kd'nQ'iԑgs riJ3Z7vXLwDYhw-r[+(44S+ɨˊ"Rܭc~4`9#-擣ZFY(@J]Pe> :`֜*'Qϔ%svVQv8l9NSKc.-mYK!*E2F(1ŭH/`>Ig|.ZYjT\-t~{7=y3OEh\5Y#VFhvʧ͎r4ݏٺAA( Zvmk刼^>7Ces;ȼfWzq>>I}z6Hごd|lvA@ȝ3.=:cMGH=Bt 8~~MGvc]Lc_(F-(9!N#rJ =Ì ~~hVH95&1k)qd >s-~QڀXַuy'ydvS8x왥Ήȫ\3M爚te6 0ڡ ]!ZS\kG'nB'_/SVKf"@Oi YmO$D;ZwDH)8?y;v])pF?~\>MlVAstOךnԞ/{ "2D|9봝}Ϙfc#,5M3G`3ޑ,}1yGk{BtW#Q<çDz<|~OC j91;/^E~.\9Cf[y4l% P!CE$WvPH=2e#[x&jQ=?c3@r<ڼA6ԕKG hQ}k (:woKY9Bzꐱ8=ZF\4QK*-)S֣ӖOMf-ίOs1wE6k\Jv2ӗL8Vj/pFk˙>4$կ65;|&8@l3jNFS;/N5s*)@C7N^5Z晔A5V& i.CrK S@ SP\w|^8xk;OP3xro5mȉ]ED@( hqw}^Db S$HI3~g2Pt92Jr23P,$UN, ihu&>>(\@Ja jfd|PeC)vTo4̫/uGM/I}1'ZNps~~sJhq`?S^5iW/"Z@ 7D jԮR4Xڍy_έB-sTqVث/ծ|Zlf\Dn^<> fF:"Ϣyc7k!JPCP{j2YqFb,8~m,K_N5H`oYU8Ra59!Kdyukm0Q!Tlqp6b9Is3]JAxڷ8a^4U}!2 |Ѯ*[:Sz;M? q^\̲r(U.< l|FYGnEImnD(E*>h`9=N&2H>C,a ~1u@` 4×If7kAÃ=toROMmbI#[fqxϑ^ػ7,gPUX=h)A>٨CW!ofd2K@9 ,NJ0Akgǖ\RE3k[(5T?wûk1e<#nY$(H(0~\Ж^۽tàyHqA=@ډ]Z]Hy5)mRjPJ(Aʼ%@TW8v;Fe{w X7"^\CʵFoxEWG:sBch?ۘ gk-7~Gs1?珒{'ptw1C?봱;3RG'٬·>YOb}wRC?ه`}GY{*Y!\cTC$5y5 /bB%1ٝg>CL*.P!nI94gmf2|^/aj,"?5ݗ\D^ߞ?V>\/(,zS ixy=v9E9q7ٰoN~? v\j=~r;lQ$pmP+ɏ*lĵGjĿX0H\Olp\{e( b?Xǟ D~сŇoc yYyt;lye@ z{z/.rZ (rd96l(S 9Xأu.ee܆Q̓ڔD2v5Z8#/!u=N[P aOƴp;er@Kp{CGɈ܈P%}쳆:;5̜"h4yd~חŐ#ލq/1XU :q /[ 3H ct$ilĎ >.(jW-r p2"\]"=ƯJtlI꣫#o̬yDC\Q 4[H۞bt 9Y ј/RTH<3#MNHī!&]V\MԮl l~{>l"bɦt,yРN\jW\~J]f=@ˋuBo, sd{_Q'uz`K2'''ςoT[ϴj9b9E:KUgL}զGő Q3)ZGOFlaZm0_j1t<8'#Q(65?Q̈́yR[W%x+hiؼ&w6qxl݋*EjE<;8ɻbА;6Yifbq<OcodDveS$JN7\qf.f]f\0h˓2ѩ30$]3ɦ˨';h E0ǴwNNΞqf&==.T"<dYS{5;B_aAɥÜ.(6-.'fjBE3Ѵ9n.h>u3QT]dv.LyLW ngBKLZ&ݔsLF&~&Ǩ~I#ҮwniC'$yǤߖH+˳d~6>6֣%'HO)Z}l~_r^kyhRk5B_b3KY">~RZO\ct|Z0;7S/ru!xpocr5jNl@xC92,,ʒhUFD#dra$B>@*DE)R ЌAŐc}X#Oh\ˤx}_ڎ֋1~ryvy b\kןݢDmkb=\5@R&-2C/jsqv4IҖIy+wklD/)Oق0+X)nywY5x8 HI3|sh쏙r2 lBrdCd$6؟l5ͳQ?^ +Cdd%)nU-^JX{.TїR#-AKhݒE6 &@},%-DH?2bG <,gj61}^4 h⍼nCZ&2{$8y/CE!qg]% KU# _yݔKHiAeg^%c"D_%]K2d9ј$rMƔJ, *hã)D5 G #1T$yCuoX1} ~<SSCNa{sRHђ˧ᇸ{\fpae1Qr{7Hƣ/2?D'm44tr:?e}DR LFtZjbzH}Q=:uͫ5{sO.hi~'&|:ry!z2λp #7٦@@ČO^Hx7O̼X#\s_ڙuQH3 S,&LyL,Jj, yILI+5 ^6 *+HnL ˑ!ȎEe bG*ː1r#ܱ7(T+O䊟WC,NU48%-}a֊zC#d]7K(M%܈1X'\:`#n.nܜ ?H4Vi .(ǐuڝn\+75mn#@& 8ߴ3<]{Zl=̒+DPp14^Kx ÑV9 VpE ֛\Y4ijrtG͍\o; 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JSW CJDUze[QhW/R@.cLnbf1B?4DeÏS׫lأEǼn՞yr=clm+p!Vi50RM@ÿ_u!2Un& F5=8h2%cX ۦ&C$ RCAhɅ2S.uJ7ثWb]v*UتC|q LǓ".='n o00t1dᑡVlw='1A)T5PMlM'љ̄WsII/z3ܳ]${âFԙfD}9ҺL*a ='dBO#jLN5m+A3WB)jN yE+trJWh .OڹFQ[YMtwaiMIM?\¦il3k=+nŲi0$$JzQ¨;jDH˯/Am$%6a]9Oy1l.M ]v*UثWbWh f3>(vfI:&.9wi[W ˈ'J.%E7 5yKWƓ(;rJ}.2E@ }'/FOgz*Qﰚm+OX k_ YguA v=c2:ԆܐEWr@>'Y`H<=PͩV ER7hpޤd Pd7oowC:"hs]N{ \qC+/-eUdzq}C28$]f=6YbWKoTgLq# >Наркоторговец<<", dummyobj, dummyobj, _emptyshop, _cocesellshop,true], [drugsell2, ">>Наркоторговец<<", dummyobj, dummyobj, _emptyshop, _marisellshop,true], [drugsell3, ">>Наркоторговец<<", dummyobj, dummyobj, _emptyshop, _lsdsellshop,true], [illegalweaponsbuyflag, ">>НелегалОружие<<", dummyobj, dummyobj, _illegalweapons, _emptyshop,false], [illegalweaponssellflag, ">>НелегалОружие<<", dummyobj, dummyobj, _emptyshop, _illegalweapons,false], [restaurante_1, ">>Ресторан<<", dummyobj, dummyobj, _restaurante_buy, _restaurante_sell,true], [restaurante_2, ">>Ресторан<<", dummyobj, dummyobj, _restaurante_buy, _restaurante_sell,true], [restaurante_3, ">>Ресторан<<", dummyobj, dummyobj, _restaurante_buy, _restaurante_sell,true], [restaurante_4, ">>Ресторан<<", dummyobj, dummyobj, _restaurante_buy, _restaurante_sell,true], [fishmarket_flag, ">>Рыбный Рынок<<", dummyobj, dummyobj, _fishmarkt, _fishmarkt,false], [garage, ">>Гараж<<", dummyobj, dummyobj, _garageshop, _garageshop,true], [garage_1, ">>Гараж<<", dummyobj, dummyobj, _garageshop, _garageshop,true], [garage_2, ">>Гараж<<", dummyobj, dummyobj, _garageshop, _garageshop,true], [workplace_getjobflag_3, ">>Магазин<<", dummyobj, dummyobj, _emptyshop, _fishshop, true], [ernteverkaufsflagge, ">>Магазин<<", dummyobj, dummyobj, _emptyshop, _getreideshop,true], [bankflag_1, ">>Магазин<<", dummyobj, dummyobj, _bankbuy, _banksell,true], [tankstelle_fahne1, ">>Заправка<<", dummyobj, dummyobj, _fuelshop_buy , _fuelshop_sell,true], [tankstelle2, ">>Заправка<<", dummyobj, dummyobj, _fuelshop_buy , _fuelshop_sell,true], [tankstelle3, ">>Заправка<<", dummyobj, dummyobj, _fuelshop_buy , _fuelshop_sell,true], [tankstelle4, ">>Заправка<<", dummyobj, dummyobj, _fuelshop_buy , _fuelshop_sell,true], [tankstelle5, ">>Заправка<<", dummyobj, dummyobj, _fuelshop_buy , _fuelshop_sell,true], [tankstelle6, ">>Заправка<<", dummyobj, dummyobj, _fuelshop_buy , _fuelshop_sell,true], [disable_tanke2, ">>Заправка<<", dummyobj, dummyobj, _fuelshop_buy , _fuelshop_sell,true], [disable_tanke3, ">>Заправка<<", dummyobj, dummyobj, _fuelshop_buy , _fuelshop_sell,true], [disable_tanke4, ">>Заправка<<", dummyobj, dummyobj, _fuelshop_buy , _fuelshop_sell,true], [disable_tanke5, ">>Заправка<<", dummyobj, dummyobj, _fuelshop_buy , _fuelshop_sell,true], [disable_tanke6, ">>Заправка<<", dummyobj, dummyobj, _fuelshop_buy , _fuelshop_sell,true], [disable_tanke7, ">>Заправка<<", dummyobj, dummyobj, _fuelshop_buy , _fuelshop_sell,true], [disable_tanke8, ">>Заправка<<", dummyobj, dummyobj, _fuelshop_buy , _fuelshop_sell,true], [bagango_shop, ">>Магазин<<", dummyobj, dummyobj, _civshop_buy, _civshop_sell, true], [mercalillo_shop, ">>Магазин<<", dummyobj, dummyobj, _civshop_buy, _civshop_sell, true], [obregan_shop, ">>Магазин<<", dummyobj, dummyobj, _civshop_buy, _civshop_sell, true], [corazol_shop, ">>Магазин<<", dummyobj, dummyobj, _civshop_buy, _civshop_sell, true], [pita_shop, ">>Магазин<<", dummyobj, dummyobj, _civshop_buy, _civshop_sell, true], [masbete_shop, ">>Магазин<<", dummyobj, dummyobj, _civshop_buy, _civshop_sell, true], [realestate_flag, ">>Habibi's Недвижимость<<", dummyobj, dummyobj, _houses, _houses, true], [construcmaterials_flag, ">>Строительные материалы<<", dummyobj, dummyobj, _constructionmaterials, _constructionmaterials, false], [gunlogic1, ">>Магазин пистолетов<<", gunbox01, dummyobj, _gunshop1, _gunshop1,true], [gunlogic7, ">>Магазин SMG<<", gunbox07, dummyobj, _gunshop7, _gunshop7,true], [gunlogic2, ">>Магазин винтовок<<", gunbox02, dummyobj, _gunshop2, _gunshop2,true], [gunlogic5, ">>Магазин Снаряжение<<", gunbox05, dummyobj, _gunshop0, _gunshop0, true], [carflag1, ">>АвтоМагазин<<", dummyobj, carflag1, _vehicleshop1, _vclsellshop,true], [carflag_paraiso, ">>АвтоМагазин<<", dummyobj, carflag_paraiso, _vehicleshop1, _vclsellshop,true], [carflag2, ">>Пикапы + Джипы<<", dummyobj, carflag2, _vehicleshop2, _vclsellshop,true], [carflag3, ">>Магазин Грузовиков<<", dummyobj, carflag3, _vehicleshop3, _vclsellshop,true], [carflag5, ">>Boat Shop<<", dummyobj, carspawn5, _vehicleshop5, _vclsellshop,true], [carflag_boat2, ">>Магазин Лодок<<", dummyobj, cora_boat_spawn1, _vehicleshop5, _vclsellshop,true], [carflag_boat3, ">>Магазин Лодок<<", dummyobj, cora_boat_spawn2, _vehicleshop5, _vclsellshop,true], [carflag8, ">>Магазин Лодок<<", dummyobj, terrorboatspawn, _terrorist_boat, _vclsellshop,false], [carflag6, ">>Pita Аэропорт<<", dummyobj, carflag6, _vehicleshop6, _vclsellshop,true], [mikes_garage, ">>Mikes Ретро Автомобили<<", dummyobj, mikes_garage, _mikes_garage, _vclsellshop,true], [airflag1, ">>Bagango Аэропорт<<", dummyobj, spawn_air_bag, _vehicleshop_air, _vehicleshop_air,true], [airflag2, ">>mercalillo Аэропорт<<", dummyobj, spawn_air_merca, _vehicleshop_air2, _vehicleshop_air2,true], [copbaseflag, ">>Общие Изделия<<", gunbox06, dummyobj, _copshop, _copshop, false], [copbaseflag_patrol, ">>Патруль-Офицерр<<", gunbox_cop_patrol, dummyobj, _copshop_patrol, _copshop_patrol, true], [copbaseflag_response, ">>Criminal Response Officer<<", gunbox_cop_response, dummyobj, _copshop_response, _copshop_response, true], [copbaseflag_heavy, ">>SWAT-Офицур<<", gunbox_cop_heavy, dummyobj, _copshop_swat, _copshop_swat, true], [shoting_range, ">>Bagango ТИР<<", gunbox_bag_shotrange, dummyobj, _shooting_range, _shooting_range, true], [copbuy, ">>Полицейские Авто<<", dummyobj, copbuy, _vehicleshop7, _vehicleshop7,false], [copbuy_heavy, ">>Полицейские Авто (Лицензионое)<<", dummyobj, copbuy_heavy, _vehicleshop_copheavy, _vehicleshop_copheavy,true], [copbuy_air, ">>Полицейские Авиатранспорт<<", dummyobj, airspawn_cop, _vehicleshop_copair, _vehicleshop_copair,true], [borderpatrol_flag, ">>Border Patrol Weapons<<", gunbox_border, dummyobj, _borderpatrolweapons, _borderpatrolweapons,false], [copbuy_border, ">>Полицейские авто<<", dummyobj, bordercar_spawn, _borderpatrolveh, _borderpatrolveh,false], [terrorlicenseflag, ">>ТеррорОборудование<<", gunbox_terrorbox, dummyobj, _terrorshop_buy, _terrorshop_buy,false], [terrorspawn_shop, ">>Магазин Обучения Террорам<<", gunbox_terrorbox_spawnshop, dummyobj, _terrorshop_buy_training, _terrorshop_buy_training,false], [carflag7, ">>ТеррорАвиатранспорт<<", dummyobj, terrorairspawn, _vehicleshop8, _vclsellshop,false], [carflag9, ">>АвтоМагазин<<", dummyobj, carflag9, _terrorshop4, _vclsellshop,false], [carsellflag_1, ">>Продажа Авто<<", dummyobj, dummyobj, _emptyshop, _vclsellshop,true], //[carsellflag_2, ">>Продажа Авто<<", dummyobj, dummyobj, _emptyshop, _vclsellshop,true], [carsellflag_3, ">>Продажа Авто<<", dummyobj, dummyobj, _emptyshop, _vclsellshop,true], [carsellflag_4, ">>Продажа Авто<<", dummyobj, dummyobj, _emptyshop, _vclsellshop,true], [carsellflag_5, ">>Продажа Авто<<", dummyobj, dummyobj, _emptyshop, _vclsellshop,true], [carsellflag_6, ">>Продажа Авто<<", dummyobj, dummyobj, _emptyshop, _vclsellshop,true], [ressourceshop1_flag, "Продажа ресурсов", dummyobj, dummyobj, _ressourceshop_buy, _ressourceshop_sell, false] ]; // Dealershops INV_DealerShops = [ [drugvehicle, "Наркоторговец", dummyobj, dummyobj, _drogenshop, _emptyshop, true] ]; if (!(createDialog "itemkaufdialog"))exitWith { hint "Dialog Error!"; }; if (isNil "INV_ShopDialoge")then { INV_ShopDialoge = 0; }else{ INV_ShopDialoge = INV_ShopDialoge + 1; }; private["_item", "_preis", "_preisOhneTax", "_name", "_index", "_infos"]; _this = _this select 3;INV_ActiveShopNumber = (_this select 0); INV_ActiveSellShopArray = []; INV_ActiveBuyShopArray = []; _itembuyarray = ((INV_ItemShops select INV_ActiveShopNumber) select 4); _itemsellarray = ((INV_ItemShops select INV_ActiveShopNumber) select 5); for [{_i=0}, {_i < (count _itembuyarray)}, {_i=_i+1}] do { if ((typeName (_itembuyarray select _i)) == "ARRAY") then { _item = (_itembuyarray select _i) select 0; _infos = _item call INV_getitemArray; _preisOhneTax = ((_itembuyarray select _i) select 1); _preis = [_item, _preisOhneTax] call INV_getitemPreisSteuer; _name = (_infos call INV_getitemName); } else { _item = (_itembuyarray select _i); _infos = _item call INV_getitemArray; _preisOhneTax = _item call INV_getitemBuyCost; _preis = (_infos call INV_getitemCostWithTax); _name = (_infos call INV_getitemName); }; if (_infos call INV_getitemType == "item")then { _index = lbAdd [1, format ["%1 ($%2, %3kg)", _name, (_preis), (_infos call INV_getitemTypeKg)] ]; } else { _index = lbAdd [1, format ["%1 ($%2)", _name, (_preis call ISSE_str_IntToStr)] ]; }; lbSetData [1, _index, format ["%1", _item] ]; INV_ActiveBuyShopArray = INV_ActiveBuyShopArray + [ [_item, _preisOhneTax, _preis] ]; }; for [{_i=0}, {_i < (count _itemsellarray)}, {_i=_i+1}] do { if (typeName (_itemsellarray select _i) == "ARRAY") then { _preisOhneTax = (_itemsellarray select _i) select 2; _preis = (_itemsellarray select _i) select 2; _name = (_infos call INV_getitemName); } else { _item = (_itemsellarray select _i); _infos = _item call INV_getitemArray; _preisOhneTax = (_infos call INV_getitemSellCost); _preis = (_infos call INV_getitemSellCost); _name = (_infos call INV_getitemName); }; if ((_infos call INV_getitemType) == "Waffe") then { if (player hasweapon (_infos call INV_getitemClassName)) then { INV_ActiveSellShopArray = INV_ActiveSellShopArray + [ [_item, _preisOhneTax, _preis] ]; _index = lbAdd [101, format["%1 ($%2)", _name, _preis] ]; lbSetData [101, _index, _item]; }; }; if ((_infos call INV_getitemType) == "Magazin") then { if ((_infos call INV_getitemClassName) in (magazines player)) then { INV_ActiveSellShopArray = INV_ActiveSellShopArray + [ [_item, _preisOhneTax, _preis] ]; _mags = {_x == (_infos call INV_getitemClassName)} count magazines player; _menge = _mags; _index = lbAdd [101, format["%1 ($%2 %3x)", _name, (_preis call ISSE_str_IntToStr), (_menge call ISSE_str_IntToStr)] ]; lbSetData [101, _index, _item]; }; }; if ((_infos call INV_getitemType) == "Item") then { if ( ((_item call INV_GetItemAmount) > 0) and (_item call INV_getitemDropable) ) then { INV_ActiveSellShopArray = INV_ActiveSellShopArray + [ [_item, _preisOhneTax, _preis] ]; index = lbAdd [101, format["%1 ($%2, %3kg, %4x)", _name, (_preis call ISSE_str_IntToStr), (_infos call INV_getitemTypeKg), (_item call INV_GetItemAmount)] ]; lbSetData [101, _index, (format ["%1", _item])]; }; }; if ((_infos call INV_getitemType) == "Fahrzeug") then { for [{_j=0}, {_j < (count INV_VehicleArray)}, {_j=_j+1}] do { if (!(isNull(INV_VehicleArray select _j))) then { _vehicle = (INV_VehicleArray select _j); if ((typeOf _vehicle) == _item) then { INV_ActiveSellShopArray = INV_ActiveSellShopArray + [ [_item, _preisOhneTax, _preis] ]; _index = lbAdd [101, format["%1 ($%2, %3)", _vehicle, (_preis call ISSE_str_IntToStr), _name] ]; lbSetData [101, _index, format["%1", _vehicle] ]; }; }; }; }; }; buttonSetAction [3, "[""itemkauf"", lbCurSel 1, ctrlText 2, lbData [101, (lbCurSel 1) ], INV_ActiveBuyShopArray select (lbCurSel 1)] execVM ""buyStuff.sqf""; closedialog 0; [0,0,0,[INV_ActiveShopNumber]] execVM ""shopDlgOpen.sqf"";"]; buttonSetAction [103, "[""itemverkauf"", lbCurSel 101, ctrlText 102, lbData [101, (lbCurSel 101)], INV_ActiveSellShopArray select (lbCurSel 101)] execVM ""buyStuff.sqf""; closedialog 0; [0,0,0,[INV_ActiveShopNumber]] execVM ""shopDlgOpen.sqf"";"]; ctrlSetText [101,format [localize "STRS_inv_shopdialog_itemshop", ('money' call INV_GetItemAmount)]]; while {ctrlVisible 1015} do { _cursel = (lbCurSel 1); if (_cursel >= 0) then { _item = (INV_ActiveBuyShopArray select (lbCurSel 1)) select 0; _preis = (INV_ActiveBuyShopArray select (lbCurSel 1)) select 2; _infos = _item call INV_getitemArray; _slider = ctrlText 2; if (!(_slider call ISSE_str_isInteger)) then {_slider = "0";}; _slider = _slider call ISSE_str_StrToInt; if (_slider < 0) then {_slider = 0;}; _moneyanzeige = (_slider*_preis); if (_moneyanzeige > 9999999) then {_moneyanzeige = " > 9999999";}; if (_infos call INV_getitemType == "item") then { ctrlSetText [3, format ["Buy ($%1, %2kg)", _moneyanzeige, (_slider*(_infos call INV_getitemTypeKg))]]; } else { ctrlSetText [3, format ["Buy ($%1)", _moneyanzeige]]; }; } else { ctrlSetText [3, "/"]; }; _cursel = (lbCurSel 101); if (_cursel >= 0) then { _item = (INV_ActiveSellShopArray select (lbCurSel 101)) select 0; _preis = (INV_ActiveSellShopArray select (lbCurSel 101)) select 2; _infos = _item call INV_getitemArray; _slider = ctrlText 102; if (!(_slider call ISSE_str_isInteger)) then {_slider = "0";}; _slider = _slider call ISSE_str_StrToInt; if (_slider < 0) then {_slider = 0;}; _moneyanzeige = ((_slider*_preis) call ISSE_str_IntToStr); if (_infos call INV_getitemType == "item") then { ctrlSetText [103, format ["Sell ($%1, %2kg)", _moneyanzeige, (_slider*(_infos call INV_getitemTypeKg))]]; } else { ctrlSetText [103, format ["Sell ($%1)", _moneyanzeige]]; }; } else { ctrlSetText [103, "/"]; }; CtrlSettext [100, format[localize "STRS_inv_shopdialog_money", ('money' call INV_GetItemAmount)]]; sleep 0.1; if (INV_ShopDialoge > 1) exitWith {}; }; INV_ShopDialoge = INV_ShopDialoge - 1; class Siren_Short { name = ""; sound[] = {"\Siren_Short.ogg", 1, 1}; titles[] = {}; }; class Siren_Long { name = ""; sound[] = {"\Siren_Long.ogg", 1, 1}; titles[] = {}; };OggSi%Ѭvorbis@@OggSi%DI= -vorbisXiph.Org libVorbis I 20040629vorbisBCV R!%SJcRR)cP[Gc9F!dSI{O*XJRX)ESLSIR)EcSH!S1esKI %lMtKc1FcZJc1EcRRIs:f%d:Fb|0:B(R-[S-KiasJjc1S(АU@BCV P EQАU@EqqG$BCV@((#IdYeYy/.!I̐SI&)U99dRƘbQΐS 11)N9 "CHd K=b8"A!Ɛs J!rI D9)LJ(I -"眔NJ&RˤB+8XRH)ĔbN1R)ǐR9Řr1 T1H)sN9 d * 2B!+8$iihi(z(y陦zlyiz)k늪j˦ڶ骶ʲn۞ʶnml,ۺyꙦz麪ڲ꺲홦늪+ۦʲʶʲk麢ڮʮmʺʲ۶ 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_return = 0; for [{_i=0}, {_i < (count serverKontoArray)}, {_i=_i+1}] do { for [{_j=1}, {_j < (count ((serverKontoArray) select _i))}, {_j=_j+1}] do { if ( (((serverKontoArray select _i) select 0) == _name) or (_name == "") ) then { if (( typeName (((serverKontoArray select _i) select _j) select 1) ) == "ARRAY") then { for [{_k=0}, {_k < (count (((serverKontoArray select _i) select _j) select 1))}, {_k=_k+1}] do { if ((typeName ((((serverKontoArray select _i) select _j) select 1) select _k)) == "OBJECT") then { if (isNull((((serverKontoArray select _i) select _j) select 1) select _k)) then { _arr = (((serverKontoArray select _i) select _j) select 1); _arr set [_k, "KontoDeleteString"]; _arr = _arr - ["KontoDeleteString"]; ((serverKontoArray select _i) select _j) set [1, _arr]; _return = _return + 1; }; }; }; }; if (( typeName (((serverKontoArray select _i) select _j) select 1) ) == "OBJECT") then { }; }; }; }; _return;};ServerLoadVar = { private ["_spieler", "_name", "_found", "_statarray", "_i", "_j", "_k", "_h"]; _spieler = (_this select 0); _name = name _spieler; _found = false; _statarray = []; if (isNil "serverKontoArray") then {serverKontoArray = [];}; _h = [_name] spawn ServerClearKonto; waitUntil{(scriptDone _h)}; { if (_name == (_x select 0)) exitWith { _statarray = (_x) - [(_x select 0)]; if (debug) then {debugarray = debugarray + [ format["Known Player loading stats: %1", _x] ];}; _found = true }; } forEach serverKontoArray; format["if (player == %1) then {%2 spawn ClientLoadVar;};", _spieler, _statarray] call ISSE_pub_execPstr; _found};ClientLoadVar = { private ["_c", "_Fvararray"]; _Fvararray = _this; for [{_c=0}, {_c < (count _Fvararray)}, {_c=_c+1}] do { call compile format ['%1 = %2;', ((_Fvararray select _c) select 0), ((_Fvararray select _c) select 1)]; }; if (debug) then {debugarray = debugarray + [ "Variables loaded." ];}; JIP_Stats_Ready = true; true};if (!(createDialog "itemkaufdialog")) exitWith {hint "Dialog Error!";}; if (isNil "INV_StorageDialoge") then { INV_StorageDialoge = 0; } else { INV_StorageDialoge = INV_StorageDialoge + 1; }; _this = _this select 3; _arrname = _this select 0; _public = _this select 1; _arr = call compile _arrname; _extra = []; _vclStore = false; _VclMaxWeight_Name = ""; _VclWeight_Name = ""; _vclClass = ""; _VclMaxWeight_Name = _this select 3; _VclWeight_Name = _this select 4; VclMaxWeight = call compile _VclMaxWeight_Name; VclWeight = call compile _VclWeight_Name; CtrlSetText [91,localize "STRS_inv_fabrik_dialogheader1"]; CtrlSetText [92,localize "STRS_inv_fabrik_dialogheader2"]; sleep 0.1; if (count _this > 2) then { _extra = _this select 2; if (count _extra > 0) then { if (_extra select 0 == "vcl") then { _vclStore = true; _vclClass = _extra select 1; }; };}; for [{_i=0}, {_i < (count _arr)}, {_i=_i+1}] do { _item = ((_arr select _i) select 0); _anzahl = ((_arr select _i) select 1); _infos = _item call INV_getitemArray; if (_anzahl > 0) then { _index = lbAdd [1, (format ["%1 (%2x, %3kg)", (_infos call INV_getitemName), (_anzahl call ISSE_str_IntToStr), (_infos call INV_getitemTypeKg)])]; VclWeight = (_infos call INV_getitemTypeKg) * _anzahl; call compile format ["%1 = %2", _VclWeight_Name, VclWeight]; lbSetData [1, _index, (format ["%1", _item])]; };}; for [{_i=0}, {_i < (count INV_InventarArray)}, {_i=_i+1}] do { _item = ((INV_InventarArray select _i) select 0); _anzahl = (_item call INV_GetItemAmount); _infos = _item call INV_getitemArray; if ( (_anzahl > 0) and (_infos call INV_getitemDropable) ) then { _index = lbAdd [101, (format ["%1 (%2kg, %3x)", (_infos call INV_getitemName), (_infos call INV_getitemTypeKg), (_anzahl call ISSE_str_IntToStr)])]; lbSetData [101, _index, (format ["%1", _item])]; };}; //Nehmen = TAKE buttonSetAction [3, format['if ((lbCurSel 1) >= 0) then {["nehmen", "%1", ctrlText 2, (lbData [1, (lbCurSel 1)]), "%3", %2, "%4", "%5"] execVM "storeItem.sqf"; closedialog 0; [0,0,0,["%1", "%3", %2, "%4", "%5"]] execVM "storage.sqf";};', _arrname, _extra, _public, _vclMaxWeight_Name, _vclWeight_name] ]; buttonSetAction [103, format['if ((lbCurSel 101) >= 0) then {["ablegen", "%1", ctrlText 102, (lbData [101, (lbCurSel 101)]), "%3", %2, "%4", "%5"] execVM "storeItem.sqf"; closedialog 0; [0,0,0,["%1", "%3", %2, "%4", "%5"]] execVM "storage.sqf";};', _arrname, _extra, _public, _vclMaxWeight_Name, _vclWeight_name] ]; while {ctrlVisible 1015} DO { _cursel = (lbCurSel 1); if (_cursel >= 0) then { _item = lbData [1, (lbCurSel 1)]; _anzahl = ((_arr select _cursel) select 1); _infos = _item call INV_getitemArray; _slider = ctrlText 2; if (!(_slider call ISSE_str_isInteger)) then {_slider = 0;}; _slider = _slider call ISSE_str_StrToInt; if (_slider < 0) then {_slider = 0;}; CtrlSettext [3, format [localize "STRS_inv_storagedialog_take", (_slider call ISSE_str_IntToStr), ((_slider*(_infos call INV_getitemTypeKg)) call ISSE_str_IntToStr)]]; } else { CtrlSettext [3, "/"]; }; _cursel = (lbCurSel 101); if (_cursel >= 0) then { _item = lbData [101, (lbCurSel 101)]; _anzahl = _item call INV_GetItemAmount; _infos = _item call INV_getitemArray; _slider = ctrlText 102; if (!(_slider call ISSE_str_isInteger)) then {_slider = "0";}; _slider = _slider call ISSE_str_StrToInt; if (_slider < 0) then {_slider = 0;}; CtrlSettext [103, format [localize "STRS_inv_storagedialog_drop", (_slider call ISSE_str_IntToStr), ((_slider*(_infos call INV_getitemTypeKg)) call ISSE_str_IntToStr)]]; } else { CtrlSettext [103, "/"]; }; sleep 0.3; if (INV_StorageDialoge > 1) exitWith {}; }; INV_StorageDialoge = INV_StorageDialoge - 1;if (isNil "INV_StorageSperre") then {INV_StorageSperre = false;}; if (INV_StorageSperre) exitWith {player groupChat localize "STRS_inv_storage_spam";}; INV_StorageSperre = true; _art = _this select 0; _arrname = _this select 1; _menge = _this select 2; _VclMaxWeight = _this select 6; _VclWeight = _this select 7; _VehicleWeight = call compile _VclWeight; _MaxWeight = call compile _VclMaxWeight; if (!(_menge call ISSE_str_isInteger)) exitWith {player groupChat localize "STRS_inv_no_valid_number"; INV_StorageSperre = false;}; _menge = _menge call ISSE_str_StrToInt; if (_menge <= 0) exitWith {INV_StorageSperre = false;}; _item = _this select 3; _public = _this select 4; _arr = call compile _arrname; _vclStore = false; _vclClass = ""; _packed = false; if (count (_this select 5) > 0) then { _extra = _this select 5; if (_extra select 0 == "vcl") then { _vclStore = true; _vclClass = _extra select 1; };}; if (_art == "nehmen") then { if (not([_item, _menge] call INV_CanCarryItems)) then { player groupChat localize "STRS_inv_buyitems_get_zuschwer"; } else { if ([_item, -(_menge), _arrname] call INV_AddItemStorage) then { _infos = (_item call INV_getitemArray); _Weight = (_infos call INV_getitemTypeKg); _VehicleWeight = _VehicleWeight - (_Weight * _Menge); call compile format ["%1 = %2", _VclWeight, _VehicleWeight]; [_item, _menge] call INV_AddInventoryItem; player groupChat format[localize "STRS_inv_storage_took", (_menge call ISSE_str_IntToStr)]; _packed = true; } else { player groupChat localize "STRS_inv_storage_toomuch"; }; }; }; if (_art == "ablegen") then { if ((_arrname call INV_StorageIsFactory) and ((_item call INV_getitemKindOf != "ressource") and (_item call INV_getitemKindOf != "money"))) exitWith {player groupChat localize "STRS_inv_storage_dropnotallowed";}; _infos = (_item call INV_getitemArray); _Weight = (_infos call INV_getitemTypeKg); _EstiWeight = _VehicleWeight + (_Weight * _Menge); if (_EstiWeight >= _MaxWeight) exitwith { player groupchat localize "STRS_inv_storage_weightmax"; }; if (not([_item, -(_menge)] call INV_AddInventoryItem)) then { player groupChat localize "STRS_inv_storage_dropunablesomuch"; } else { if ([_item, _menge, _arrname, _vclClass] call INV_AddItemStorage) then { player groupChat format[localize "STRS_inv_storage_dropped", (_menge call ISSE_str_IntToStr)]; _packed = true; } else { player groupChat localize "STRS_inv_storage_cannotdropsomuch"; }; }; }; if (_art == "delete") then { if ([_item, -(_menge), _arrname] call INV_AddItemStorage) then { player groupChat format[localize "STRS_inv_storage_deleted", (_menge call ISSE_str_IntToStr)]; _packed = true; } else { player groupChat localize "STRS_inv_storage_toomuch"; }; }; if (_art == "add") then { if ((_arrname call INV_StorageIsFactory) and ((_item call INV_getitemKindOf != "ressource") and (_item call INV_getitemKindOf != "money"))) exitWith {player groupChat localize "STRS_inv_storage_dropnotallowed";}; if ([_item, _menge, _arrname, _vclClass] call INV_AddItemStorage) then { player groupChat format[localize "STRS_inv_storage_dropped", (_menge call ISSE_str_IntToStr)]; _packed = true; } else { player groupChat localize "STRS_inv_storage_cannotdropsomuch"; }; }; if (_packed) then { if (_public == "save") then { call compile format['["%1", %1] spawn ClientSaveVar;', _arrname]; call compile format['["%1", %1] spawn ClientSaveVar;', _VclMaxWeight]; call compile format['["%1", %1] spawn ClientSaveVar;', _VclWeight]; }; if (_public == "public") then { publicVariable _arrname; publicVariable _VclMaxWeight; publicVariable _VclWeight; }; if (player == vehicle player) then {format ["%1 switchmove ""AinvPknlMstpSlayWrflDnon_medic"";", player] call ISSE_pub_execPstr;}; sleep 2; }; INV_StorageSperre = false;LANGUAGE, English, German, Russian STRM_mission_name, "Sahrani-Life:Reloaded 1.12.1", "Sahrani-Life:Reloaded 1.12.1", "Жизнь в Сахрании: Перегрузка v1.12.1[RUS]" STRS_hints_vehicle_information, "VEHICLE INFORMATION:\n\nName: %7\nSpeed: %1\nVehicle Health: %2 of 100\nFuel: %3/50Ltr\nType: %4\ndirection: %5°\nHeight ASL: %6m\nDriver: %8\nFree Cargo: %9\nlength: %10m%11", "VEHIKEL INFORMATIONEN:\n\nName: %7\nGeschwindigkeit: %1\nFahrzeug Zustand: %2% von 100\nTreibstoff: %3/50Ltr\nTyp: %4\nRichtung: %5°\nHoehe ueber NN: %6m\nFahrer: %8\nFreie Plaetze: %9\nLaenge: %10m%11", "Информация о транспорте:\n\nНазвание: %7\nСкорость: %1\nИсправность: %2 из 100\nТопливо: %3/50Ltr\nТип: %4\nНаправление: %5°\nВысота: %6m\nВодитель: %8\nСвободно мест: %9\nПробег: %10m%11" // MISC // ############################################################################001 STRS_not_trained_terrorist_for_shop, "You can't enter this shop without beeing a trained terrorist", "Du kannst diesen Shop nicht betreten ohne ein trained terrorist zu sein", "Вы не можете войти в этот магазин без навыка террористов" // INTRO // ############################################################################002 STRS_anfang_laden, "Loading... \nPlease Wait.", "Laden... \nBitte warten", "Загрузка... Пожалуста ждите." STRS_anfang_01, "The Sahrani-Life Community (located at www.Arma-RPG.com)\npresent", "Die Sahrani-Life Community (zu finden unter www.Arma-RPG.com)\npraesentiert", "Жизнь в Сахрани\nпредставляет" STRS_anfang_02, "Highlights in this Version:\n\n1.11", "Highlights in dieser Version:\n\n1.11", "Основные моменты в этой Версии:\n\n1.11" STRS_anfang_03, "An RPG-Mission", "Eine RPG-Mission", "РПГ Миссия" STRS_anfang_04, "Sahrani Life: Reloaded\nVersion 1.12", "Sahrani Life: Reloaded\nVersion 1.12", "Жизнь в Сахрании\nВерсия 1.12" STRS_anfang_05_civ, "Welcome to Sahrani, citizen!\n\nPlease check the guide (briefing) for all you need to know!", "Willkommen in Sahrani, Buerger!\n\nBitte Checke das briefing um alles zu Erfahren was du wissen musst!", "Добро пожаловать на Sahrani, гражданин!\n\nПожалуйста, почитайте руководство (брифинг) там все что вам нужно знать!" STRS_anfang_05_cop, "Welcome to duty, officer!\n\nPlease check the guide (briefing) for all you need to know!", "Willkommen bei der Pflicht, Officer!\n\nBitte Checke das briefing um alles zu Erfahren was du wissen musst!", "Добро пожаловать на дежурство, офицер!\n\nПожалуйста, почитайте руководство (брифинг) там все что вам нужно знать!" STRS_anfang_cop_loadout, "You default loadout is a Mossberg 590 Pump-Action Shotgun with non-lethal bean-bags, aswell as a Beretta 92FS.\n\nTo get better Weapons, Equipments and Vehicles, you have to buy the approriate trainings in the base.", "Deine Standard Ausruestung besteht aus einer Mossberg 590 Pump-Action Shotgun mit nicht toedlichen Bohnen-Saeckchen (bean-bag) Munition, sowie einer Beretta 92FS.\n\nUm an bessere Waffen, Ausruestungen und Fahrzeuge zu gelangen, musst du die entsprechended Cop-Trainings in der Basis kaufen.", "Вы получаете Mossberg 590 помповое ружё с резиновыми пулями, а также Beretta 92FS.\n\nЧтобы получить лучшее Оружие, Оборудование и Транспортные средства, Вы должны купить approriate обучение в основе." STRS_anfang_06, "Have fun!\n\nAll functions are explained in the Briefing.\nPlease look it up if there are misunderstandings.\n\nPlease post suggestions and bug-reports in the Forums at www.Arma-RPG.com", "Viel Spass!\n\nSaemtliche Funktionen der Mission sind im Briefing erklaert.\nBitte schau mal darein, wenn es unklarheiten gibt.\n\nVorschlaege und Bugmeldungen bitte im Forum unter www.Arma-RPG.com melden.", "Развлекайтесь!\n\nВсе функции объяснены на Брифинге.\nПожалуйста, посмотрите его, если Есть недоразумения.\n\nПожалуйста отправьте предложения и сообщения ошибки на Форумах" STRS_mission_supporter1, "Many new Pistols", "Viele neue Pistolen", "Много новых Пистолетов" STRS_mission_supporter2, "Sub-Machine-Guns and appropriate license", "Sub-Machine-Guns und passende Lizenz", "Автоматы и соответствующая лицензия" STRS_mission_supporter3, "Semi-Auto Assault-Rifles to buy for civs in shops", "Semi-Auto Sturmgewehre fuer civs in shops zu kaufen", "Полу-Авто-Штурмовые винтовки купить для civs в магазинах" STRS_mission_supporter4, "Many new Assault Rifles and other Weapons for cops and civs", "Viele neue Sturmgewehre und Waffen fuer cops und Civs", "Много новых штурмовых винтовок и других видов оружия для полиции и civs" STRS_mission_supporter5, "New Police Base and Police-cars", "Neue Polizei Basis und Polizeiwagen", "Новая полицейская база и полицейские машины" STRS_mission_supporter6, "Many many new cars, vehicles, choppers and Planes", "Viele viele neue Autos, Fahrzeuge, Helicopter und Flugzeuge ", "Много много новых автомобили, машин, вертолетов и самолетов" STRS_mission_supporter7, "Bagagango Airport with license-shop, air-shop and air-factory", "Bagango Flughafen mit Luftlizenz-shop, Luftfahrzug-shop and Luftfahrzeug Fabrik", "Аэропорт Bagagango с магазином-лицензий , авиа-магазином и авиа-фабрикой" STRS_mission_supporter8, "Cop-Trainings are now required/available for certain vehicles, weapons ann equipment", "Cop-Trainings sind jetzt noetig um bestimmte Fahrzuege, Waffen und Equipment zu kaufen", "Обучение полицейского теперь необходимо/доступно для определенных транспортных средств, оружия ann оборудование" STRS_mission_supporter9, "Non-Lethal Ammo for stunning with the new Shotgun", "Nicht-toedliche Munition zum stunnen fuer die neue Shotgun ", "Резиновые пули для того, чтобы ошеломить с новым Дробовиком" STRS_mission_supporter10, "Better weather", "Besseres Wetter", "Лучшая погода" STRS_mission_supporter_addon1, "RobertHammer (permission) and the rest of the RH-Pistols-team", "RobertHammer (erlaubnis) und dem Rest des RH-Pistols-Team", "RobertHammer (разрешение) и остальная часть RH-Pistols-team" STRS_mission_supporter_ende, "and many countless more... please look in the forums release-thread for a complete changelog", "und vieles unzaehliges mndere... schaue bitte im Forum in den release thread fuer einen kompletten changelog", "и многие бесчисленные более... пожалуйста смотрите в нити выпуска форумов для полного журнала изменений" // PANIC MENU AND EMERGENCY MENU STRS_emergency_cop_panic_needed, "***ATTENTION ALL UNITS***\n%1 needs support!", "***ACHTUNG AN ALLE EINHEITEN***\n%1 Braucht dringend Unterstuetzung!", "***ВНИМАНИЕ ВСЕ ГРУППЫ***\n%1 нуждается в поддержке!" STRS_emergency_cop_panic_needed_not, "%1 no longer needs support.", "%1 Braucht keine Unterstuetzung mehr!", "%1 больше не нуждается в поддержке." // CHECK // ############################################################################003 STRS_check_civ_in_terrorbase, "You entered the Terror-Camp. You are now wanted.", "Du bist in das Terroristenlager gegangen. Du wirst nun polizeilich gesucht.", "Вы вошли на територию Террористического лагеря. Вы объявлены в розыск!" STRS_prohibited_area, "Turn around, you are entering a prohibited area!", "Dreh um, du betritst einen gesperrten Bereich!", "Вы входите в запретную зону! Немедленно поверните назад!" STRS_verbotene_zone_teleport, "You entered a prohibited area and have been teleported a few meters back.", "Du bist in eine verbotene Zone eingedrungen und wurdest ein paar meter zurueck teleportiert.", "Вы вошли в запретную область и были телепортированы на несколько метров назад." STRS_hunger_verhungern, "You are starving.", "Du bist am Verhungern.", "Вы ужасно голодны!" STRS_arbeiter_in_copbase, "One of your Workers was too close to the Policebase, so he has been teleported to the Civhospital.", "Einer deiner Arbeiter war zu nah an der Copbasis, er wurde daher zum Civhospital teleportiert.", "Один из ваших работников слишком приблизился к полицейской базе, теперь он будет телепортирован к городской больнице." STRS_arbeiter_in_terrorbase, "One of your Workers was too close to the Terror-base, so he has been teleported back to the Policebase.", "Einer deiner Arbeiter war zu nah an dem Terroristencamp, er wurde daher zur Polizeibasis teleportiert.", "Один из ваших работников слишком приблизился к террористическому лагерю, теперь он будет телепортирован на полицейскую базу." // DEAD // ############################################################################004 STRS_dead_player_is_dead_civ, "You are dead, you will respawn in %1 seconds. Drugs and Workers are removed if you had them. Your Inventory including your money is now empty, but you keep money stored in the bank as well as your licenses.", "Du bist tot, du wirst in %1 Sekunden wiederbelebt. Alle Drogen und Arbeiter, falls du welche hattest, wurden dir entfernt. Dein Inventar inklusive deines moneyes wurde geleert, auf der Bank gelagertes money bleibt aber erhalten, ausserdem behaelst du deine Lizenzen.", "Вы погибли, возрождение произойдет через %1 секунд. Наркотики и Ваши работники пропали. Ваш Инвентарь, включая наличные деньги, потерян, но деньги находящиеся на банковском счете сохранились, также как и все лицензии." STRS_dead_player_is_dead_cop, "You are dead, you will respawn in %1 seconds. Your Inventory including your money you had on you is now empty but any money you had stored in the bank is safe.", "Du bist tot, du wirst in %1 Sekunden wiederbelebt. Dein Inventar inklusive deines moneyes wurde geleert, auf der Bank gelagertes money bleibt aber erhalten.", "Вы погибли, возрождение произойдет через %1 секунд. Ваш Инвентарь, включая наличные деньги, потеряны, но деньги находящиеся на банковском счете сохранились, также как и все лицензии." STRS_dead_player_is_dead_terrorist, "You are dead, you will respawn in %1 seconds. Drugs and Workers are removed if you had them. Your Inventory including your money is now empty, but you keep money stored in the bank as well as your licenses. As a active Terrorist you will respawn at the terror island - to change that again, you have to remove the Terror-training (at Cityhall, Jail or Terror-Island)!", "Du bist tot, du wirst in %1 Sekunden wiederbelebt. Alle Drogen und Arbeiter, falls du welche hattest, wurden dir entfernt. Dein Inventar inklusive deines moneyes wurde geleert, auf der Bank gelagertes money bleibt aber erhalten, ausserdem behaelst du deine Lizenzen. Als aktiver Terrorist wirst du auf der Terrorinsel wiederbelebt - um das wieder zu aendern musst du das Terroristen-training ablegen (am Rathaus, Gefaengnis oder auf der Terror-Insel)!", "Вы погибли, возрождение произойдет через %1 секунд. Ваш Инвентарь, включая наличные деньги, потеряны, но деньги находящиеся на банковском счете сохранились, также как и все лицензии. Как активный Террорист Вы будете повторно возраждатся на террористическом острове - чтобы изменить это снова, Вы должны удалить Террористическое обучение (в Cityhall, Тюрьме или Террористическом острове)!" // ARBEITER // ############################################################################005 STRS_arbeiter_zuviele, "You cannot buy another worker because you have already reached the limit.", "Du kannst dir nicht noch einen Arbeiter kaufen, da du schon das Limit erreicht hast.", "Лимит исчерпан, найм работников больше невозможен." STRS_arbeiter_nomoney, "You cannot afford a worker. Come back later.", "Du kannst dir keinen Arbieter leisten. Komm spaeter wieder.", "Вы не можете позволить себе работника. Приходите позже." STRS_arbeiter_gekauft, "%1, a new worker is on your team. You paid $%2. Bring him to a workplace in order to let him earn some money.", "%1, ein neuer Arbeiter ist nun deinem Team beigetreten. Du hast $%2 bezahlt. Bring ihn zu einem Workplace damit er money verdient.", "%1, новый рабочий находится в Вашей команде. Вы заплатили $%2. Приводите его к рабочему месту для того, чтобы он заработывал деньги." STRS_arbeiter_moneyaction, "Take money from your worker.", "Nimm deinem Arbeiter money ab.", "Возьмите деньги у Вашего работника." STRS_arbeiter_tot, "A worker in your team died.", "Ein Arbeiter aus deinem Team ist gestorben.", "Ваш работник погиб." STRS_arbeiter_moneyabnahme_ja, "You got $%1 from the worker.", "Du hast $%1 von deinem Arbeiter erhalten.", "Получено $%1 от Вашего работника." STRS_arbeiter_moneyabnahme_nein, "The worker currently does not have any money.", "Der Arbeiter hat derzeit kein money.", "Мужик, ты чего? Он еще ничего не заработал!" STRS_arbeiter_meister, "This worker works for %1.", "Dieser Arbeiter arbeitet fuer %1", "Этот мужик работает на %1" STRS_arbeiter_copaction, "Who do you work for?", "Fuer wen arbeitest du?", "Ты на кого работаешь?" // ADDACTION // ############################################################################007 STRS_dead_menuentry_hints, "Stats", "Statistiken", "Стастистика" STRS_dead_menuentry_inventar, "Inventory", "Inventar", "Инвентарь" STRS_dead_menuentry_animation, "Animations", "Animationen", "Анимация" STRS_addAction_copstorage1, "private Storage", "privates Lager", "Личное хранилище" STRS_addAction_copstorage2, "public Storage", "gemeinsames Lager", "Общее хранилище" STRS_addaction_freecam, "Satellite Cam", "Satellit Kamera", "Спутниковая камера" STRS_addaction_defuse, "Defuse bomb", "Bombe entschaerfen", "Разрядить бомбу" STRS_addaction_bank_license, "Buy bank insurance $%1", "Bank Versicherung kaufen $%1", "Покупка банковской страховки $%1" STRS_addaction_civcammenu, "Open Civcam", "Civkamera oeffnen", "Меню видеонаблюдения" STRS_addAction_copmenu, "Open Cop Menu", "Copmenu oeffnen", "Меню Полиции" STRS_addaction_jailcam, "Jailcam", "Gefaengniskamera", "Обзор тюрьмы" STRS_addaction_buy_drugs, "Open Drug-Buy Menu", "Drogenkaufmenue oeffnen", "наркотики" STRS_addaction_sell_drugs, "Sell Drugs", "Drogen verkaufen", "Продать наркотики" STRS_addaction_weather, "Weather Forecast", "Wetterbericht", "Прогноз погоды" STRS_addaction_shootingrange, "Shooting Range $%1", "Schiessstand $%1", "Тир: $%1" STRS_addaction_prisonrelease, "Wanted/Prison Menu", "Gesucht/Entlassen Menue", "Розыск/Освобождение" STRS_addaction_bail, "Pay Bail", "Loesemoney zahlen", "Заплатить выкуп" STRS_addaction_buy_worker, "Buy Worker $%1", "Arbeiter kaufen $%1", "Нанять работника $%1" STRS_addaction_buy_hideout, "Hideout shopping Menu", "Hideout Kaufmenue", "купить Тайник" STRS_addaction_race_join, "Join Street Race $%1", "Strassenrennen beitreten $%1", "Вступить в гонку $%1" STRS_addaction_buy_shop, "Buy %1 for $%2", "%1 fuer $%2 kaufen", "Купить %1 в $%2 " STRS_addaction_switch_copmarker, "Switch Cop-marker on/off", "Copmarker Ein-/Ausschalten", "Маркеры полицейских вкл/выкл" STRS_addaction_radio_on, "Switch Radio On/Off", "Radio Ein/Ausschalten", "Радиоприемник Вкл/Выкл" STRS_addaction_vehicleinfo, "Vehicle Information", "Fahrzeug Informationen", "Информация о транспорте" STRS_addaction_courierjob, "Get a Courier Job!", "Lieferauftrag annehmen!", "Работа курьера!" STRS_addaction_hideout_addon1, "Hideout: Medic Add-on $%1", "Hideout: Medic Addon $%1", "Тайник: Услуга медецина $%1" STRS_addaction_hideout_addon2, "Hideout: Teleport Add-on $%1", "Hideout: Teleporter Addon $%1", "Тайник: Услуга телепорт $%1" STRS_addaction_hideout_addon3, "Hideout: On-line Banking Add-on $%1", "Hideout: Online Banking Addon $%1", "Тайник: Услуга банк $%1" STRS_addaction_hideout_addon4, "Repair Hideout $%1", "Hideout Reparieren $%1", "Отремонтировать тайник $%1" STRS_addaction_hideout_addon5, "Lock Hideout", "Versteck abschliessen", "Закрыть тайник" STRS_addaction_hideout_healaddon_use, "Heal", "Heilen", "лечение" STRS_addaction_hideout_bankaddon_use, "On-line Banking", "Online Banking", "Онлайн-Банк" STRS_addaction_hideout_ablage, "Hideout Storage", "Hideout Ablage", "Тайник" STRS_addAction_bank_balance, "Account Balance", "Kontostand", "Баланс" STRS_addAction_bank_dialog, "Bank Menu", "Bank Menu", "Меню Банка" STRS_addaction_civmenu, "Interaction %1 (%2)", "Interaktion %1 (%2)", "Взаимодействие %1 (%2)" STRS_action_hideoutowner, "Show Hideout Owner", "Besitzer dieses Hideouts", "Владелец тайника" STRS_addaction_gildenmenu, "Guild Menu", "Gilden Menue", "Меню гильдии" STRS_addaction_removesperre, "Remove Roadblock", "Sperre entfernen", "Убрать дорожное заграждение" STRS_addaction_sirene, "Siren On/Off", "Sirene an/aus", "Сирена вкл/откл" STRS_addaction_lock, "Lock/Unlock", "Ab-/Aufschliessen", "Открыть/Закрыть" STRS_addaction_crimelog, "Crime Log", "Verbrechensverlauf", "Досье" STRS_addaction_trunk, "Trunk", "Kofferraum", "Багажник" STRS_addaction_trunk_see, "View Trunk", "Kofferraum sehen", "Осмотреть багажник" STRS_addaction_trunk_check, "Check Trunk", "Kofferraum ueberpruefen", "Проверить багажник" STRS_addAction_copmenulite, "Cop Radio Menu", "Cop Funk Menue", "Меню Радио Полицейского" //**********ADDED********** STRS_addAction_holsterpistol, "Holster Pistol", "Pistole Holstern", "Пистолет в Кобуру" // Added STRS_addAction_unholsterpistol, "Pistol in Hand", "Pistole Rausholen", "Пистолет в Руке" // Added STRS_addAction_removeLicense, "Remove Civilian Licenses", "Entf. Lizenzen v. Buergern", "Удалить Гражданская лицензии" STRS_addAction_checkcivbanks, "Access Civilian Bank Accounts", "Zugriff auf Konten v. Buergern", "Доступ к Гражданским Банковским Счетам" // AIRPORT TRANSPORT STRS_airtaxi_flag, "Airtaxi", "Airtaxi", "Авиатакси" STRS_addAction_trans_to_bagango, "Airtaxi to Bagango (%1$ + %2$ tax)", "Airtaxi nach Bagango (%1$ + %2$ steuer)", "Авиатакси в Bagango (%1$ + %2$ налог)" STRS_addAction_trans_to_mercalillo, "Airtaxi to Mercalillo (%1$ + %2$ tax)", "Airtaxi nach Mercalillo (%1$ + %2$ steuer)", "Авиатакси в Mercalillo (%1$ + %2$ налог)" STRS_addAction_trans_to_pita, "Airtaxi to Pita (%1$ + %2$ tax)", "Airtaxi nach Pita (%1$ + %2$ steuer)", "Авиатакси в Pita (%1$ + %2$ налог)" STRS_addAction_trans_to_paraiso, "Airtaxi to Paraiso (%1$ + %2$ tax)", "Airtaxi nach Paraiso (%1$ + %2$ steuer)", "Авиатакси в Paraiso (%1$ + %2$ налог)" STRS_addAction_trans_to_rahmadi, "Airtaxi to Rahmadi (%1$ + %2$ tax)", "Airtaxi nach Rahmadi (%1$ + %2$ steuer)", "Авиатакси в Rahmadi (%1$ + %2$ налог)" STRS_addAction_trans_to_corazol, "Airtaxi to Corazol-City (%1$ + %2$ tax)", "Airtaxi nach Corazol-City (%1$ + %2$ steuer)", "Авиатакси в Corazol-City (%1$ + %2$ налог)" STRS_airtaxigesperrt, "You can't book a flight currently - wait 5 minutes after your last arrival for that", "Du kannst momentan keinen Flug buchen - warte dafuer 5 Minuten bis nach deiner letzten Ankunft", "Вы не можете забронировать рейс в настоящее время - Подождите 5 минут после Вашего последнего приезда в том, что" STRS_airtaxi_bagango_start, "You have booked a flight to Bagango, your Helicopter is on its way to you - please be patient until it arrives", "Du hast einen Flug nach Bagango gebucht, dein Helikopter ist auf dem Weg, bitte habe Gedult bis er ankommt", "Вы забронировали полет в Bagango, ваш Вертолет находится на пути к вам - будьте терпеливы, пока не прибудет" STRS_airtaxi_mercalillo_start, "You have booked a flight to Mercalillo, your Helicopter is on its way to you - please be patient until it arrives", "Du hast einen Flug nach Mercalillo gebucht, dein Helikopter ist auf dem Weg, bitte habe Gedult bis er ankommt", "Вы забронировали полет в Mercalillo, ваш Вертолет находится на пути к вам - будьте терпеливы, пока не прибудет" STRS_airtaxi_pita_start, "You have booked a flight to Pita, your Helicopter is on its way to you - please be patient until it arrives", "Du hast einen Flug nach Pita gebucht, dein Helikopter ist auf dem Weg, bitte habe Gedult bis er ankommt", "Вы забронировали полет в Pita, ваш Вертолет находится на пути к вам - будьте терпеливы, пока не прибудет" STRS_airtaxi_paraiso_start, "You have booked a flight to Paraiso, your Helicopter is on its way to you - please be patient until it arrives", "Du hast einen Flug nach Paraiso gebucht, dein Helikopter ist auf dem Weg, bitte habe Gedult bis er ankommt", "Вы забронировали полет в Paraiso, ваш Вертолет находится на пути к вам - будьте терпеливы, пока не прибудет" STRS_airtaxi_rahmadi_start, "You have booked a flight to Rahmadi, your Helicopter is on its way to you - please be patient until it arrives. It can take very long (10mins+)", "Du hast einen Flug nach Rahmadi gebucht, dein Helikopter ist auf dem Weg, bitte habe Gedult bis er ankommt. Das kann lange dauern (10min+)", "Вы забронировали полет в Rahmadi, ваш Вертолет находится на пути к вам - будьте терпеливы, пока не прибыл. Это может занять очень много (10мин +)" STRS_airtaxi_corazol_start, "You have booked a flight to Corazol-City, your Helicopter is on its way to you - please be patient until it arrives", "Du hast einen Flug nach Corazol-City gebucht, dein Helikopter ist auf dem Weg, bitte habe Gedult bis er ankommt", "Вы забронировали полет в Corazol-City, ваш Вертолет находится на пути к вам - будьте терпеливы, пока не прибудет" STRS_airtaxi_terrorisland_start, "You have booked a flight to the Terrorisland, your Helicopter is on its way to you - please be patient until it arrives", "Du hast einen Flug zur TerrorInsel gebucht, dein Helikopter ist auf dem Weg, bitte habe Gedult bis er ankommt", "Вы забронировали полет в Terrorisland, ваш Вертолет находится на пути к вам - будьте терпеливы, пока не прибудет" STRS_airtaxi_arrival, "You arrived at your choosen destination, please get-off as soon as the helicopter landed", "Du bist am gewuenschten Ziel angekommen, bitte steige aus, sobald der Helikopter gelandet ist", "Вы прибывали к своему месту назначения, пожалуйста выйдите, как только вертолет приземлился" STRS_airtaxi_bagango_inuse, "The Airtaxi to Bagango is already in use, please try it again in 10 minutes", "Das Airtaxi nach Bagango ist bereits in Benutzung, bitte versuche es in ca. 10 minuten nochmal", "Аэротакси в Bagango уже находится в использовании, пожалуйста попробуйте это снова через 10 минут" STRS_airtaxi_mercalillo_inuse, "The Airtaxi to Mercalillo is already in use, please try it again in 10 minutes", "Das Airtaxi nach Mercalillo ist bereits in Benutzung, bitte versuche es in ca. 10 minuten nochmal", "Аэротакси в Mercalillo уже находится в использовании, пожалуйста попробуйте это снова через 10 минут" STRS_airtaxi_pita_inuse, "The Airtaxi to Pita is already in use, please try it again in 10 minutes", "Das Airtaxi nach Pita ist bereits in Benutzung, bitte versuche es in ca. 10 minuten nochmal", "Аэротакси в Pita уже находится в использовании, пожалуйста попробуйте это снова через 10 минут" STRS_airtaxi_paraiso_inuse, "The Airtaxi to Paraiso is already in use, please try it again in 10 minutes", "Das Airtaxi nach Paraiso ist bereits in Benutzung, bitte versuche es in ca. 10 minuten nochmal", "Аэротакси в Paraiso уже находится в использовании, пожалуйста попробуйте это снова через 10 минут" STRS_airtaxi_rahmadi_inuse, "The Airtaxi to Rahmadi is already in use, please try it again in 10 minutes", "Das Airtaxi nach Rahmadi ist bereits in Benutzung, bitte versuche es in ca. 10 minuten nochmal", "Аэротакси в Rahmadi уже находится в использовании, пожалуйста попробуйте это снова через 10 минут" STRS_airtaxi_corazol_inuse, "The Airtaxi to Corazol is already in use, please try it again in 10 minutes", "Das Airtaxi nach Corazol ist bereits in Benutzung, bitte versuche es in ca. 10 minuten nochmal", "Аэротакси в Corazol уже находится в использовании, пожалуйста попробуйте это снова через 10 минут" STRS_airtaxi_bagango_killed, "Someone either killed the Pilot from the Airtaxi to Bagango, or heavy damaged the Helicopter!", "Jemand hat entweder den Piloten des Airtaxis nach Bagango getoetet oder den Helikopter schwer beschaedigt!", "Кто-то или убил Пилота от Аэротакси до Bagango, или тяжелый повредил Вертолет!" STRS_airtaxi_mercalillo_killed, "Someone either killed the Pilot from the Airtaxi to Mercalillo, or heavy damaged the Helicopter!", "Jemand hat entweder den Piloten des Airtaxis nach Mercalillo getoetet oder den Helikopter schwer beschaedigt!", "Кто-то или убил Пилота от Аэротакси до Mercalillo, или тяжелый повредил Вертолет!" STRS_airtaxi_pita_killed, "Someone either killed the Pilot from the Airtaxi to Pita, or heavy damaged the Helicopter!", "Jemand hat entweder den Piloten des Airtaxis nach Pita getoetet oder den Helikopter schwer beschaedigt!", "Кто-то или убил Пилота от Аэротакси до Pita, или тяжелый повредил Вертолет!" STRS_airtaxi_paraiso_killed, "Someone either killed the Pilot from the Airtaxi to Paraiso, or heavy damaged the Helicopter!", "Jemand hat entweder den Piloten des Airtaxis nach Paraiso getoetet oder den Helikopter schwer beschaedigt!", "Кто-то или убил Пилота от Аэротакси до Paraiso, или тяжелый повредил Вертолет!" STRS_airtaxi_rahmadi_killed, "Someone either killed the Pilot from the Airtaxi to Rahmadi, or heavy damaged the Helicopter!", "Jemand hat entweder den Piloten des Airtaxis nach Rahmadi getoetet oder den Helikopter schwer beschaedigt!", "Кто-то или убил Пилота от Аэротакси до Rahmadi, или тяжелый повредил Вертолет!" STRS_airtaxi_corazol_killed, "Someone either killed the Pilot from the Airtaxi to Corazol-City, or heavy damaged the Helicopter!", "Jemand hat entweder den Piloten des Airtaxis nach Corazol-City getoetet oder den Helikopter schwer beschaedigt!", "Кто-то или убил Пилота от Аэротакси до Corazol-City, или тяжелый повредил Вертолет!" // CAM / DEADCAM // ############################################################################008 STRS_camciv_nomoney, "You can't afford to watch a Civ.", "Du kannst es dir nicht leisten, einen Zivilisten zu beobachten.", "Наблюдение невозможно. Оплатите услугу." STRS_civcam_notwanted, "You are watching %1. He is not wanted.", "Du beobachtest %1. Er wird nicht gesucht.", "Вы наблюдаете за %1. Он не находится в розыске." STRS_civcam_wanted, "You are watching %1. He is wanted.", "Du beobachtest %1. Er wird gesucht.", "Вы наблюдаете за %1. Он находится в розыске." STRS_deadcam_deadwait_civ, "You have now died %1 time(s) and have to wait %2 seconds to respawn.", "Du bist jetzt %1 mal gestorben und musst %2 Sekunden auf deinen Respawn warten.", "Вы погибли в %1 раз. До возрождения осталось %2 секунд." STRS_deadcam_deadwait_cop, "Because you killed %1 players during this game,\nyou have to wait %2 seconds to respawn.\n\nTo avoid a high respawn time, you should shock or arrest them instead of killing.", "Weil du waehrend dieses Spieles %1 Spieler getoetet hast,\nmusst du %2 Sekunden auf deinen Respawn warten.\n\nUm eine hohe Respawnzeit zu verhindern, solltest du sie lieber Schocken oder verhaften, anstatt sie zu toeten.", "За время службы Вами было убито %1 человек,\nВам придется подождать %2секунд до возрождения.\n\nВо избежание увеличения времени возрождения постарайтесь избегать убийств. Оглушайте или арестовывайте преступников." // CIVMENU / CIVMENU CHECK // ############################################################################009 STRS_civmenu_stehlen_copzunah, "You cannot steal anything as a cop is near.", "Du kannst nichts tehlen, weil ein Cop in der naehe ist.", "Вы не можете украсть что-либо, полицейский находится рядом." STRS_civmenu_stehlen, "You are stealing money from that Civ! Please wait five seconds to get the money.", "Du klaust money von diesem Civ! Warte 5 Sekunden um es zu bekommen.", "Вы совершаете кражу! Пожалуйста, подождите пять секунд, чтобы получить деньги." STRS_civmenu_distance, "You are either too far away from the Civ or he is dead", "Du bist entweder von dem Civ zu weit weg oder er ist tot", "Вы слишком удалились от Гражданина или же он погиб." STRS_civmenu_wantedbonus, "That was a wanted person. You get a bonus of $%1", "Dies war eine gesuchte Person. Du bekommst einen Bonus von $%1.", "Этот Гражданин находился в розыске. Вы получаете премию $%1." STRS_civmenu_bounty, "On this person there were a bounty of $%1, which you'll get now.", "Auf diese Person war ein bounty von $%1 ausgesetzt, welches du nun bekommst.", "За этого Гражданина назначена премия $%1." STRS_civmenu_hasnodrugs, "The civ does not have any drugs.", "Der Civ hat keine Drogen.", "%1 не имеет при себе наркотических средств." STRS_civmenu_hasdrugs, "%1 had drugs, you removed them.", "%1 hatte Drogen, du hast sie entfernt.", "%1 имел при себе наркотические средства, Вы их изъяли." STRS_civmenu_disarm, "You disarmed %1. If the Civ had no illegal objects/weapons, nothing has been taken away from him.", "Du hast %1 entwaffnet. Wenn der Civ keine illegalen Waffen/Objekte hatte, wurde ihm nichts weggenommen.", "Вы разоруженные% 1. Если Civ не было незаконных предметов/оружия, ничего не забрали у него" STRS_civmenu_buy_disarm_nomoney, "You cannot afford the removal of weapons.", "Du kannst dir das Entfernen von Waffen nicht leisten.", "Вы не можете изъять оружие." STRS_civmenu_disarm_notarmed, "The player is not armed.", "Der Spieler ist nicht bewaffnet.", "Гражданин не вооружен." STRS_civmenu_arrested, "You arrested %1.", "Du hast %1 verhaftet.", "Вы арестовали %1." STRS_civmenu_ticketinuse, "You made a mistake while writing the ticket, please try again.", "Du hast einen Fehler waehrend des Schreibens des Tickets gemacht, bitte versuche es noch einmal.", "Вы допустили ошибку при выписывании штрафной квитанции. Попробуйте еще раз." STRS_civmenu_gaveticket, "You gave %1 a ticket of $%2.", "Du hast %1 einen Strafzettel fuer $%2 gegeben.", "Вы выписали %1 штраф на сумму $%2." STRS_civmenu_didpayticket, "%1 paid the ticket of $%2.", "%1 hat die Strafe in hoehe von $%2 bezahlt.", "%1 заплатил штраф $%2." STRS_civmenu_didpaynothing, "%1 chose not to pay the ticket.", "%1 hat sich entschieden, den Strafzettel nicht zu bezahlen.", "%1 решил не оплачивать штраф." STRS_civmenu_ticket_globalchat, "I gave a ticket of $%2 to %1.", "Ich habe %1 einen Strafzettel ueber $%2 gegeben.", "Я выписал %1 штраф на сумму $%2." STRS_civmenu_didnotpayticket, "%1 does not have enough money on his acount to pay the ticket of $%2, he has $%3 left to pay.", "%1 hatte nicht genug Geld auf seinem Konto, um die Strafe von $%2 zu bezahlen, er hat noch $%3 zu bezahlen.", "%1 не имеет достаточно денег для выплаты $%2. За ним остается задолжность в размере $%3." STRS_civmenu_youdidnotpay, "You did not pay the ticket.", "Du hast die Strafe nicht gezahlt.", "Вы не оплатили штраф!" STRS_civmenu_copnotarmed, "You are not armed. You need a weapon for this action.", "Du bist nicht bewaffnet. Fuer diese Aktion ist eine Waffe noetig.", "Вы не вооружены. Для выполнения данного действия требуется оружие." STRS_civmenu_heal, "You healed %1.", "Du hast %1 geheilt.", "Вы здоровы" STRS_inventory_checknohands, "The Civ does not have his hands up and is not stunned!", "Der Civ hat die Haende nicht oben und ist nicht geschockt!", "Гражданин не поднял руки вверх! и небыл оглушон!" STRS_inventory_checkstring, "His Licenses:\n\nHandgunlicense: %1\nRiflelicense: %2\nHeavygunlicense: %3\nSniperriflelicense: %4\n\nCarlicense: %5\nPickuplicense: %6\nTrucklicense: %7\nArmoredlicense: %8\nBoatlicense: %9\nAirlicense: %10\n\nIllegal Objects - Amount:\n\n%11", "Seine Lizenzen:\n\nHandfeuerwaffenlizenz: %1\nGewehrlizenz: %2\nSchwerewaffenlizenz: %3\nScharfschuetzenlizenz: %4\n\nAutolizenz: %5\nPickuplizenz: %6\nTrucklizenz: %7\nGepanzerte-Fahrzeugelizenz: %8\nBootlizenz: %9\nLuftvehikellizenz: %10\n\nIllegale Objekte - Anzahl:\n\n%11", "Лицензии:\n\nПистолет: %1\nАвтомат: %2\nТяжолое оружие: %3\nСнайперские винтовки: %4\n\nЛинензия на автомобиль: %5\nЛицензия на Пикапы: %6\nЛицензия на Грузовики: %7\nЛицензия на Бронетехнику: %8\nЛицензия на Лодку: %9\nдиплом пилота: %10\n\nНаличие противозаконных вещей:\n\n%11" STRS_civmenucheck_beendisarmed, "You have been disarmed and your weapon(s) was/were confiscated. You can request your Weapon(s) back by asking at your local Policebase!", "Du wurdest entwaffnet und deine Waffe(n) Konfisziert. Du kannst sie zurueckfordern indem du bei deiner naechsten Polizeidienststelle nachfragst!", "Вы были разоружены, и Ваше оружие (е) было конфисковано. Вы можете просить свое Оружие (е) назад, спрашивая в Вашем местном Policebase!" STRS_civmenucheck_beendrugsearched, "Your drugs have been removed.", "Deine Drogen wurden abgenommen.", "Ваши наркотики были удалены" STRS_civmenucheck_ticketrest, "You still owe the Cops $%1", "Sie schulden den Cops noch $%1", "Вы все еще должны Полицейским $%1" STRS_civmenucheck_ticketself, "You got a ticket of $%1 and paid $%2. The Money has been withdrawed from your bank acount and will be transfered to the governement with your next pay-cheque", "Du hast einen Strafzettel ueber $%1 bekommen und $%2 bezahlt. Das Geld wurde von deinem Konto abgebucht und wird mit dem naechsten pay-cheque an die Regierung Ueberwiesen.", "Вы получили билет %1$ и заплатили %2$. Деньги были сняты от Вашего банка счета и будут переданы правительству с Вашим следующей Зарплатой" STRS_civmenucheck_youarehealed, "You were healed by the cop", "Du wurdest von dem Cop geheilt.", "Вы вылечены офицером полиции." STRS_civmenucheck_removeddrugs, "A cop found your drugs and removed them.", "Ein Cop hat deine Drogen gefunden und sie entfernt.", "Офицер полиции обнаружил и изъял у Вас наркотики." STRS_civmenucheck_haddrugs, "%1 had Drugs!", "%1 hatte Drogen!", "%1 имеет при себе наркотики!" STRS_civmenucheck_arrested_self, "You have been arrested for %1 Minutes. After that you will be teleported out. You can board a chopper which brings you back to the main island.","Du wurdest verhaftet. Du musst hier fuer %1 Minute(n) bleiben. Danach kommst du hier raus und kannst in einen Helicopter einsteigen, der dich zurueck zur Hauptinsel bringen wird.", "Вы арестованы и осуждены на срок в %1 мин. После этого времени Вы будете телепортированы отсюда, либо воспользуйтесь вертолетом." STRS_civmenucheck_arrested_global, "%1 has been arrested!","%1 wurde verhaftet!", "%1 был арестован!" STRS_civmenucheck_free_global, "%1 is free again!","%1 ist wieder frei!", "%1 снова на свободе!" STRS_civmenucheck_free_self, "You are free now. Don't do anything wrong or you will be arrested again.","Du bist nun frei. Mach nichts mehr falsches oder du wirst wieder verhaftet.", "Вы снова свободны! Живите честно и не попадете в тюрьму." STRS_civmenucheck_breakout, "%1 has escaped from jail!","%1 ist aus dem Gefaengnis ausgebrochen!", "%1 совершил побег из тюрьмы!" STRS_civmenucheck_stolen, "You have stolen $%1 from that civ!", "Du hast $%1 von diesem Civ gestohlen!", "У вас украли $%1" STRS_civmenucheck_stolenpub, "%1 has stolen $%2 from %3!", "%1 hat $%2 von %3 gestohlen!", "%1 украл $%2 у %3" STRS_civmenucheck_stolen_fromciv, "you just got robbed by someone", "du wurdest gerade beklaut!", "Вы только что были ограблены кем-то" // DIALOG_ANDERE // ############################################################################010 STRS_dialogcivmenu_arrest, "Arrest for %1 min(s)", "Fuer %1 Min verhaften", "Арестовать на %1 мин." STRS_dialogcivmenu_ticket, "Ticket $%1", "Strafzettel $%1", "Выписать штраф $%1" STRS_dialogandere_bankdialog_you, "You", "Du selber", "Ты" STRS_dialogandere_gilden_keinleader, "You are not the Leader of a guild so you cannot use this menu", "Du bist nicht der Leader einer Gilde, daher kannst du nicht dieses Menue benutzen", "Меню доступно только владельцу Гильдии." STRS_dialogandere_itemshop, "Your current Money is $%1", "Dein aktuelles money: $%1", "Ваши деньги: $%1" // money // ############################################################################011 STRS_geld_countdown, "%1 Minute(s) until next Pay-Cheque.", "%1 Minute(n) bis zum naechsten Gehaltscheque.", "%1 Минута (ы) до следующей Зарплаты" STRS_geld_paycheckdead, "You missed a Pay-Cheque because you are dead.", "Du hast einen Gehaltscheque verpasst, weil du tot bist.", "Вы неполучите Зарплату, потому что Вы мертвы." STRS_geld_terroristadd, "As a active Terrorist you won't receive any Pay-Cheques! Remove the Terrorist Training to regain you normal Pay-Cheques!", "Als aktiver Terrorist bekommst du keine Gehaltscheque! Entferne das Terroristen-Training um wieder welche zu bekommen!", "Как активный Террорист Вы не будете получать Зарплаты! Удалите Террористическое Обучение возвратить Вас нормальные Зарплаты!" // COP INCOME MESSAGES STRS_geld_CopBaseIncomemsg, "Default Income: %1$", "Grundgehalt: %1$", "Доход По умолчанию: %1$" STRS_geld_undercovermsg, " Income as Undercover-Officer: %1$", " Einkommen als Undercover-Officer: %1$", "Прибыль как Undercover - Офицер: %1$" STRS_geld_patrolmsg, ", Income as Patrol-Officer: %1$", ", Einkommen als Streifenpolizist: %1$", ", Доход как Патрульный офицер: %1$" STRS_geld_cromsg, ", Income as CRO: %1$", ", Einkommen als CRO: %1$", ", Доход как CRO: %1$" STRS_geld_swatmsg, ", Income as SWAT-Officer: %1$", ", Einkommen als SWAT-Officer: %1$", ", Доход как SWAT-Офицер: %1$" STRS_geld_bordermsg, ", Income as Border-Patrol-Officer: %1$", ", Einkommen als Border-Patrol-Officer: %1$", ", Доход как Пограничник: %1$" STRS_geld_ChiefPoliceYESMoney, ", Income as Police-Chief: %1$", ", Einkommen Police-Chief: %1$", ", Доход, как начальник полиции: %1$" STRS_geld_CopBaseIncomemsgNO, "Default Income: Not enough Tax-Money available!!!", "Grundgehalt: Nicht genug Steuergelder Vorhanden!!!", "Доход По умолчанию: Недостаточно доступных Налоговых денег!!!" STRS_geld_undercovermsgNO, " Income as Undercover-Officer: Not enough Tax-Money available!!!", " Einkommen als Undercover-Officer: Nicht genug Steuergelder Vorhanden!!!", "Доход как Undercover - Офицер: Недостаточно доступных Налоговых денег!!!" STRS_geld_patrolmsgNO, ", Income as Patrol-Officer: Not enough Tax-Money available!!!", ", Einkommen als Streifenpolizist: Nicht genug Steuergelder Vorhanden!!!", "Доход как Патрульный офицер: Недостаточно доступных Налоговых денег!!!" STRS_geld_cromsgNO, ", Income as CRO: Not enough Tax-Money available!!!", ", Einkommen als CRO: Nicht genug Steuergelder Vorhanden!!!", "Доход как CRO: Недостаточно доступных Налоговых денег!!!" STRS_geld_swatmsgNO, ", Income as SWAT-Officer: Not enough Tax-Money available!!!", ", Einkommen als SWAT-Officer: Nicht genug Steuergelder Vorhanden!!!", "Доход как SWAT-Офицер: Недостаточно доступных Налоговых денег!!!" STRS_geld_bordermsgNO, ", Income as Border-Patrol-Officer: Not enough Tax-Money available!!!", ", Einkommen als Border-Patrol-Officer: Nicht genug Steuergelder Vorhanden!!!", "Доход как Пограничник: Недостаточно доступных Налоговых денег!!!" STRS_geld_ChiefPoliceNOMoney, ", Income as Police-Chief: Not enough Tax-Money available!!!", ", Einkommen Buergermeister: Nicht genug Steuergelder Vorhanden!!!", "Доход как Начальник полиции: Недостаточно доступных Налоговых денег!!!" // CIV INCOME MESSAGES STRS_geld_overviewmsgwelfareYes, "Income Welfare: %1$", "Einkommen Sozialhilfe: %1$", "Обеспечения доходов: %1$" STRS_geld_overviewmsgwelfareNo, "Income Welfare: Not enough Tax-Money available", "Einkommen Sozialhilfe: Nicht genug Steuergelder Vorhanden", "Поступление Дохода: Недостаточно доступных Налоговых денег" STRS_geld_overviewmsgwelfareLimitReached, "Income Welfare: Not Entitled to claim!", "Einkommen Sozialhilfe: Nicht Anspruchsberechtigt!", "Доходы социальную помощь: Не Имеющее право!" STRS_geld_overviewmsgworkplaces, ", Income Workplaces: %1$", ", Einkommen Workplaces: %1$", ", Доход предприятия: %1$" STRS_geld_overviewmsgworkers, ", Income Workers: %1$", ", Einkommen Arbeiter: %1$", ", Доход рабочих: %1$" STRS_geld_overviewmsgmissions, ", Income Missions: %1$", ", Einkommen Missionen: %1$", ", Доход с Миссий: %1$" STRS_geld_overviewmsgtrainedjobs, ", Income Trained Jobs: %1$", ", Einkommen Trained Jobs: %1$", ", Доход с обечения: %1$" STRS_geld_overviewmsgbusinessassets, ", Income Business Assetes: %1$", ", Einkommen Geschaeftsobjekte: %1$", ", Доходс Бизнес Имущества: %1$" STRS_geld_overviewmsgmayorYes, ", Income Mayor: %1$", ", Einkommen Buergermeister: %1$", ", Доход как Мэр: %1$" STRS_geld_overviewmsgmayorNo, ", Income Mayor: Not enough Tax-Money available!!!", ", Einkommen Buergermeister: Nicht genug Steuergelder Vorhanden!!!", ", Доход Мэра:Недостаточно доступных Налоговых денег" // FINAL INCOME MESSAGES STRS_geld_briefoverviewmsg, "The Pay-Cheque arrived! Gross-Income: %1$, Net-Income: %2$, Income-Tax Payed: %3$, Income-Tax-Class: %4 (%5 percent)", "Der Gehaltscheque ist da! Brutto-Einkommen: %1$, Netto-Einkommen: %2$, Einkommensteuer Bezahlt: %3$, Einkommensteuerklasse: %4 (%5 prozent)", "Зарплата! Грубый доход: %1$, Чистый доход: %2$, Подоходный налог Payed: %3$, Класс подоходного налога: %4 (%5 процентов)" STRS_geld_civmoneyadd, "Detailed Overview (Gross-Values): %1%2%3%4%5%6%7", "Detaillierte Uebersicht (Brutto-Werte): %1%2%3%4%5%6%7", "Детальный обзор (Валовой Значения): %1%2%3%4%5%6%7" STRS_geld_copmoneyadd, "Detailed Overview (Gross-Values): %1%2%3%4%5%6%7", "Detaillierte Uebersicht (Brutto-Werte): %1%2%3%4%5%6%7", "Детальный обзор (Валовой Значения): %1%2%3%4%5%6%7" // DESCRIPTION // ############################################################################012 STRD_description_onloadintro, "Sahrani Life:Reloaded", "Sahrani Life:Reloaded", "Жизнь в Сахрании: Перегрузка v1.12.1[RUS]" STRD_description_onloadmission, "Sahrani Life:Reloaded", "Sahrani Life:Reloaded", "Жизнь в Сахрании: Перегрузка v1.12.1[RUS]" STRD_description_param1, "Marker out of city", "Marker out of city", "Маркеры за городом" STRD_description_time, "in-game hour in min. [Day|Night]", "ingame hour in min. [Day|Night]", "Время в игре. [День|Ночь]" STRD_description_on, "on", "on", "Вкл" STRD_description_off, "off", "off", "Откл" STRD_description_cancel, "Cancel", "Abbrechen", "Отмена" STRD_description_buyitem_close, "Close", "Schliessen", "Закрыть" STRD_description_submit, "Submit", "Bestaetigen", "Подтвердить" STRD_description_weapon_submit, "Buy this weapon!", "Diese Waffe kaufen!", "Купить оружие!" STRD_description_civcam_title, "Sahrani Camera Systems","Sahrani Kamera-systeme", "Система видеонаблюдения" STRD_description_civcam_chooseciv, "Choose Civ:", "Civ auswaehlen:", "Выберите Гражданина:" STRD_description_civcam_dauer, "Duration:", "Dauer:", "Продолжительность:" STRD_description_civcam_cost, "Cost:", "Kosten:", "Стоимость:" STRD_description_civcam_submit, "Watch him","Civ beobachten!", "Наблюдать за ним!" STRD_description_carshop_submit, "Buy this Vehicle","Dieses Vehikel kaufen", "Купить транспорт" STRD_description_civmenu_disarm, "Disarm", "Entwaffnen", "Разоружить" STRD_description_civmenu_steal, "Steal money", "money stehlen", "Украсть деньги" STRD_description_civmenu_drugs, "Search for Drugs", "Nach Drogen suchen", "Поиск наркотиков" STRD_description_civmenu_arrest, "Arrest", "Verhaften", "Арест" STRD_description_civmenu_ticket, "Ticket", "Strafzettel", "Штраф" STRD_description_civmenu_heal, "Heal this Civ", "Diesen Civ heilen", "Лечить гражданина" STRD_description_civmenu_inventar, "Check Inventory", "Inventar Ueberpruefen", "Проверить инвентарь" STRD_description_civmenu_header, "Civ-menu", "Civmenue", "Меню Граждан" STRD_description_wantedrelease_cost, "Enter Cost:", "Kosten eingeben:", "Назначить цену:" STRD_description_wantedrelease_setwantedmenu, "Set Wanted Menu", "Auf gesucht setzen", "Меню розыска" STRD_description_wantedrelease_prisonrelease_title, "Release menu", "Civ freilassen", "Меню освобождения" STRD_description_wantedrelease_submit, "Set him free", "Lass ihn frei", "Освободите его" STRD_description_wantedrelease_submit_unwanted, "Set him unwanted", "Auf ungesucht setzen", "Снять розыск" STRD_description_bail_paycash, "Pay bail (Cash)", "Pay bail (Cash)", "Заплатить выкуп(Наличность)" STRD_description_bail_paybank, "Pay bail (Bank)", "Pay bail (Bank)", "Заплатить выкуп(Банк)" STRD_description_bail_cost, "Bail", "Loesemoney", "Выкуп" STRD_description_spielerinfo_header, "Player Info", "Spielerinfos", "Информация о игроке" STRD_description_spielerinfo_select, "Select Player", "Spieler auswaehlen", "Выбор игрока" STRD_description_spielerinfo_name, "Player Name:", "Spielername:", "Имя игрока:" STRD_description_spielerinfo_deaths, "Number of deaths:", "Anzahl Tode", "Количество смертей" STRD_description_spielerinfo_wanted, "Wanted:", "Gesucht:", "Розыск:" STRD_description_spielerinfo_bounty, "Bounty:", "bounty:", "Награда:" STRD_description_bombenconfig_header, "Speed Car-Bomb config", "Geschwindigkeitsautobombe konfigurieren", "Бомба на скорость настройка" STRD_description_bombenconfig_speed, "Speed:", "Geschwindigkeit:", "Скорость:" STRD_description_bombenconfig_speed2, "Duration:", "Dauer:", "Продолжительность:" STRD_description_bombenconfig_plant, "Plant Bomb", "Bombe legen", "Подложить Бомбу" STRD_description_zeitbombenconfig_header, "Time Car-Bomb config", "Zeitautobombe konfigurieren", "Бомба на время настройка" STRD_description_zeitbombenconfig_zeit, "Time:", "Zeit:", "Время:" STRD_description_hideout_submit, "Buy Hideout", "Hideout kaufen", "Купить тайник" STRD_description_schluessel_header, "Keys", "Autoschluessel", "Ключи" STRD_description_schluessel_wegwerfen, "Throw Key away forever", "Schluessel restlos wegwerfen", "Выбросить ключи" STRD_description_handy_title, "Write SMS", "SMS schreiben", "Написать SMS" STRD_description_handy_cost, "Cost: $%1", "Kosten: $%1", "Стоимость: $%1" STRD_description_handy_submit, "Send", "Abschicken", "послать" STRD_description_itemmenu_title, "Buy Items", "Items kaufen", "Купить пункты" STRD_description_itemmenu_title2, "Sell Items", "Items verkaufen", "Продать пункты" STRD_description_inventar_gewicht, "Item Weight single/overall:", "Itemgewicht einzeln/gesamt:", "Пункт вес одного/общая:" STRD_description_spielerliste_header, "Stats", "Statistik", "Статистика" STRD_description_gildegruenden_header, "Create a new Guild", "Eine neue Gilde gruenden", "Создать новую гильдию" STRD_description_gildegruenden_submit, "Create!", "Gruenden!", "Создать!" STRD_description_gildegruenden_name, "Guild Name:", "Gildenname:", "Название гильдии:" STRD_description_gildeverwalten_header, "Manage Guild", "Gilde Verwalten", "Владелец гильдии" STRD_description_gildeverwalten_rauswerfen_header, "Kick Member", "Mitglied rauswerfen", "Выгнать члена гильдии" STRD_description_gildeverwalten_rauswerfen_submit, "Kick!", "Rauswerfen!", "Выгнать!" STRD_description_gildehauptmenu_header, "Guilds", "Gilden", "Гильдии" STRD_description_gildehauptmenu_button_join, "Join Guild", "Gilde beitreten", "Вступить в гильдию" STRD_description_gildehauptmenu_button_manage, "Manage Guild", "Gilde verwalten", "Управление гильдией" STRD_description_gildehauptmenu_button_leave, "Leave Guild", "Gilde verlassen", "Покинуть гильдию" STRD_description_gildehauptmenu_button_create, "Create Guild", "Gilde gruenden", "Создайте Гильдию" STRD_description_factory_manifacture_header, "Factory", "Fabrik", "Фабрика" STRD_description_factory_manifacture, "Manufacture", "Herstellen", "Изготовление" STRD_description_close, "Close", "Schliessen", "Закрыть" STRD_description_janein_header, "Please confirm", "Bitte bestaetigen", "Пожалуйста подтвердите" STRD_description_ja, "Yes", "Ja", "Да" STRD_description_nein, "No", "Nein", "Нет" STRD_janein_header, "Please confirm", "Bitte bestaetigen", "Пожалуйста подтвердите" STRD_stunned_dialogbutton, "Stand up", "Aufstehen", "Встать" // HANDLER_DEAD_PUB // ############################################################################013 STRS_handlerdeadpub_civkilled, "You killed %1! He wasn't wanted so you have to pay $%2 as a punishment!", "Du hast den %1 getoetet! Er war nicht gesucht, daher musst du $%2 als Strafe zahlen!", "Вами убит %1 ! Он не находился в розыске. Вы наказаны на $%2!" STRS_handlerdeadpub_bounty_youkilled, "You killed %1! He had a bounty of $%2", "Du hast %1 getoetet! Auf ihn war ein bounty in hoehe von $%2 ausgesetzt.", "Вы убили %1! За него была назначена награда $%2 ." STRS_handlerdeadpub_bounty_kill, "You killed a wanted civ and got $%1 as bonus.", "Du hast eine gesuchte Person getoetet und bekommst $%1 Bonus.", "Вы убили преступника. Премия $%1." STRS_handlerdeadpub_copkilled, "You killed %1! You are now wanted!", "Du hast den %1 getoetet! Du bist jetzt gesucht!", "Вы убили %1! Вы преступник и оъявлены в розыск!" STRS_handlerdeadpub_copkilledbycop, "You Team-killed %1!", "Du hast deinen Teamkameraden %1 getoetet", "Вы убили %1. Нехорошо убивать своих!" STRS_handlerdeadpub_suicide, "You committed suicide.", "Du hast Selbstmord begangen.", "Вы покончили с собой." // KONVOY // ############################################################################015 STRS_konvoy_start, "A weapon convoy has started and is on its way to the police base.","Ein Waffenkonvoy ist gestartet und auf dem Weg zur Polizeibasis.", "Оружейный конвой начал движение к полицейской базе." STRS_konvoy_arrived, "The convoy has reached the police base.","Der Konvoy hat die Polizeibasis erreicht.", "Конвой достиг полицейской базы." STRS_konvoy_hijacked, "The convoy has been hijacked! The Driver is dead!","Der Konvoi wurde ueberfallen und entfuehrt, der Fahrer ist tot.", "Конвой захвачен! Водитель убит!" STRS_konvoy_destroyed, "The weapon convoy has been destroyed!","Der Waffenkonvoi wurde zerstoert.", "Конвой уничтожен!" STRS_konvoy_civarrived, "The hijacked Convoy has reached the terror hideout.", "Der entfuehrte Konvoi hat das Terroristen Versteck erreicht.", "Конвой доставлен к террористам." STRS_Konvoymarker, "Truck", "Truck", "Конвой" STRS_konvoy_moneymehr, "You received additional 5000$ because the convoy reached the base", "Du hast zusaetzlich 5000$ erhalten, da der Konvoy die Basis erreicht hat", "Вы получили дополнительные $ 5000, потому что конвой достиг базы" // bounty // ############################################################################016 STRS_bounty_kein_bounty_entfernen, "There's no bounty on his head.", "Auf diesen Civ ist kein bounty ausgesetzt, welches entfernt werden kann.", "Награда не назначена" STRS_bounty_entfernt, "The bounty of %1 was removed. He is no longer wanted.", "Das bounty von %1 wurde erfolgreich entfernt. Er wird nun nicht laenger gesucht.", "Награда за %1 снята. розыск отменен" STRS_bounty_nobounty, "You currently can't set %1 wanted.", "Du kannst %1 gerade nicht wanted setzen.", "В настоящий момент невозможно объявить %1 в розыск." STRS_bounty_nomoney, "You don't have enough money.", "Du hast nicht genug money.", "У Вас не хватает денег." STRS_kofpmoney_set, "You set %1 wanted. The one who kills him will be rewarded with $%2.", "%1 wird jetzt gesucht. Derjenige der ihn toetet bekommt $%2 als Belohnung.", "%1 объявлен в розыск. Тот кто его убъет получит вознаграждение $%2." STRS_bounty_publicmsg, "%1 sets a bounty of $%2 on Civ%3s head. That's a bounty of $%4 in total (Civs need a Bounty-Hunter license to get the money).", "%1 setzt ein bounty von $%2 auf den Kopf von Civ%3. Das macht gesamt $%4 (Civs benoetigen eine bountyjaegerlizenz um das money bekommen zu koennen).", "%1 объявил награду $%2 за убийство Гражданина%3. Общая премия составляет $%4 (Необходимо иметь лицензию Охотника за головами)." STRS_bounty_notself, "You cannot set yourself unwanted.", "Du kannst dich nicht selbst auf unwanted setzen", "Это невозможно" // COPMARKER / CIVMARKER // ############################################################################018 STRS_switchedcopmarker, "You turned cop-markers %1.", "Du hast die Copmarker %1geschaltet.", "Маркер полицейских %1." STRS_Off, "off", "aus", "выкл" STRS_On, "on", "ein", "вкл" // HINTS // ############################################################################019 STRS_statdialog_playerinfo, "P L A Y E R - I N F O:", "S P I E L E R I N F O:", "И Н Ф О Р М А Ц И Я О Б И Г Р О К Е:" STRS_statdialog_playerlist, "P L A Y E R S:", "S P I E L E R:", "И Г Р О К И:" STRS_statdialog_licenselist, "L I C E N S E S:", "L I Z E N Z E N:", "Л И Ц Е Н З И И :" STRS_statdialog_other, "O T H E R:", "A N D E R E S:", "Д Р У Г О Е:" STRS_statdialog_inventarlist, "I N V E N T O R Y:", "I N V E N T A R:", "И Н В Е Н Т А Р Ь:" STRS_statdialog_waffen, "W E A P O N S:", "W A F F E N:", "О Р У Ж И Е:" STRS_statdialog_magazine, "M A G A Z I N E S:", "M A G A Z I N E:", "О Б О Й М Ы:" STRS_statdialog_gildenlist, "G U I L D S:", "G I L D E N:", "Г И Л Ь Д И И:" STRS_statdialog_laws, "L A W S:", "G E S E T Z E:", "З А К О Н:" STRS_statdialog_regierung, "G O V E R N M E N T:", "R E G I E R U N G:", "П Р А В И Т Е Л Ь С Т В О:" STRS_statdialog_mayor, "M A Y O R:", "M A Y O R:", "М Э Р:" STRS_statdialog_chief, "C H I E F:", "C H I E F:", "Ш Е Ф" STRS_statdialog_taxes, "T A X E S:", "S T E U E R N:", "Н А Л О Г И:" STRS_stat_regierung, "Government Guild-ID:", "Regierungs Gilden-ID:", "ID-Гильдии:" STRS_statdialog_money, "Money", "money", "Деньги" STRS_statdialog_hunger, "Hunger", "Hunger", "Голод" STRS_statdialog_thirst, "Thirst", "Durst", "Жажда" STRS_statdialog_health, "Health", "Leben", "Здоровье" STRS_statdialog_speed, "Speed", "Geschwindigkeit", "Скорость" STRS_statdialog_heigth, "Height", "Hoehe", "Высота" STRS_statdialog_weight, "Weight", "Gewicht", "Вес" STRS_statdialog_rolenumber, "Role Number", "Rollennummer", "Личный номер" STRS_statdialog_copkills, "Cops killed", "Cops getoetet", "Копов убито" STRS_statdialog_civkills, "Civs killed", "Civs getoetet", "Граждан убито" STRS_statdialog_selfkills, "Suicides", "Selbstmorde", "Самоубийств" STRS_statdialog_deaths, "Deaths", "Tode", "Смертей" STRS_statdialog_bounty, "Bounty", bounty", "Награда" STRS_statdialog_bestrace, "Best Race", "Bestes Rennen", "Лучшая гонка" STRS_statdialog_racewon, "Races won", "Rennen gewonnen", "Побед в гонках" STRS_statdialog_gilde, "Guild", "Gilde", "Гильдия" STRS_statdialog_wanted, "Wanted", "Gesucht", "В розыске" STRS_statdialog_bounty, "Bounty", "bounty", "Награда" STRS_hints_ja, "Yes", "Ja", "Да" STRS_hints_nein, "No", "Nein", "Нет" STRS_hints_keins, "None", "Keins", "Нет" STRS_hints_account_balance, "You have %1$ on your Account.","Du hast $%1 auf deinem Konto.", "На Вашем лицевом счете $%1." // PRISON BAIL / RELEASE // ############################################################################020 STRS_bail_addbail, "You got $%1 because Civ%2 paid bail.", "Du hast $%1 bekommen, weil Civ%2 Loesemoney gezahlt hat.", "Вы получаете $%1 Так как Гражданин %2 внес залог." STRS_bail_payed, "Civ%1 paid $%2 in bail", "Civ%1 hat $%2 Loesemoney gezahlt.", "Гражданин %1 внес $%2 в качестве залога." STRS_bail_self, "You paid $%1 bail.", "Du hast $%1 Loesemoney gezahlt.", "Вы внесли залог $%1." STRS_bail_cantpay, "You do not have that much money.", "Du hast nicht genug money um soviel zu zahlen.", "У Вас не хватает денег." STRS_prison_notinprison, "You cannot release this Civ because he is not in prison.", "Du kannst diesen Civ nicht freilassen, weil er nicht im Gefaengnis ist.", "Вы не можете освободить этого Гражданина. Он и так на свободе." STRS_prison_freenow, "The Civ is free now.", "Der Civ ist nun frei.", "Гражданин освобожден." // SHOOTING RANGE // ############################################################################022 STRS_sr_result, "You earned $%3 (%1 points) by killing %2 targets.", "Du hast $%3 verdient (%1 Punkte), indem du %2 Ziele Getoetet hast.", "Вы заработали $%3 (%1 очко), поразив %2 цель (целей)." STRS_sr_active_self,"You need to wait a while before going again.","Du kannst den Schiessstand nicht benutzen, weil du ihn vor kurzem benutzt hast!", "Вы должны ждать некоторое время прежде, чем идти снова." STRS_sr_active,"Sorry, someone else is currently using the shooting range.","Du kannst den Schiessstand nicht benutzen, weil ihn jemand anderes benutzt", "Жаль, кто - то еще в настоящее время использует стрельбище." STRS_sr_nomoney,"You cant afford shooting here","Du kannst es dir nicht leisten, hier zu schiessen!", "Халявы не будет! Проходи, не задерживайся!" STRS_sr_noammo,"You do not have any ammo! Come back later.","Du hast keine Munition bei dir! Komm spaeter wieder.", "У вас нет боеприпасов. Горохом что ли пулять? :)" STRS_sr_info,"Shoot in %1 seconds as many targets as possible. If you leave this area you will be banned from the shooting range for %2 minutes!","Schiess in %1 Sekunden so viele Ziele wie moeglich ab!. Wenn du diesen Bereich hier verlaesst, wird der Schiessstand fuer dich fuer %2 Minuten gesperrt!", "В течение %1 секунд поразите как можно больше целей. Если покинете огневой рубеж, доступ будет ограничен на %2 мин." STRS_sr_timeleft,"Seconds left: %1","Sekunden uebrig: %1", "Остаток времени: %1" STRS_sr_timeout,"No more time left","Zeit abgelaufen", "Время вышло" STRS_sr_cheater,"You left the area! You cannot use this now for the next %1 minute(s)!","Du hast das Gebiet verlassen. Du kannst den Schiessstand nun fuer die naechsten %1 Minuten nicht benutzen!", "Вы покинули территорию стрельбища. Доступ будет ограничен в течение %1 мин." // PIMP // ############################################################################024 STRS_pimp_vclsell_toofast, "You are going too fast to sell the vehicle", "Du bist zu schnell, um das Fahrzeug zu verkaufen", "Вы собираетесь слишком быстро продать транспортное средство" STRS_pimp_vclsell, "You sold the vehicle for $%1.", "Du hast dein Fahrzeug fuer $%1 verkauft.", "Вы продали транспортное средство за $%1." // MISSION SQM // ############################################################################025 STRM_mission_description, "BLUFOR = Cops - Civillians = Civs", "BLUFOR = Cops - Zivilisten = Civs", "BLUFOR = Копы - Independent = Цывы" STRM_mission_marker_arbeiter, "Worker", "Arbeiter", "Рабочий" STRM_mission_marker_rathaus, "City Hall", "Rathaus", "Мэрия" STRM_mission_marker_deliverypoint1, "Delivery 1", "Lieferpunkt 1", "Точка доставки 1" STRM_mission_marker_deliverypoint2, "Delivery 2", "Lieferpunkt 2", "Точка доставки 2" STRM_mission_marker_deliverypoint3, "Delivery 3", "Lieferpunkt 3", "Точка доставки 3" STRM_mission_marker_deliverypoint4, "Delivery 4", "Lieferpunkt 4", "Точка доставки 4" STRM_mission_marker_deliverypoint5, "Delivery 5", "Lieferpunkt 5", "Точка доставки 5" STRM_mission_marker_deliverypoint6, "Delivery 6", "Lieferpunkt 6", "Точка доставки 6" STRM_mission_marker_deliverypoint7, "Delivery 7", "Lieferpunkt 7", "Точка доставки 7" STRM_mission_marker_deliverypoint8, "Delivery 8", "Lieferpunkt 8", "Точка доставки 8" STRM_mission_marker_deliverypoint9, "Delivery 9", "Lieferpunkt 9", "Точка доставки 9" STRM_mission_marker_deliverypoint10, "Delivery 10", "Lieferpunkt 10", "Точка доставки 10" STRM_mission_marker_workplace1, "Workplace 1", "Arbeitsplatz 1", "Предприятие 1" STRM_mission_marker_workplace2, "Workplace 2", "Arbeitsplatz 2", "Предприятие 2" STRM_mission_marker_workplace3, "Workplace 3", "Arbeitsplatz 3", "Предприятие 3" STRM_mission_marker_terrorhideout, "Terror Hideout", "Terroristenversteck", "База террористов" STRM_mission_marker_jail, "Jail", "Gefaengnis", "Тюрьма" STRM_mission_marker_cocaindealer, "Sell Cocaine", "Kokain verkaufen", "Скупка кокаина" STRM_mission_marker_marihuanadealer, "Sell Marijuana", "Marihuana verkaufen", "Скупка марихуаны" STRM_mission_marker_lsddealer, "Sell LSD", "LSD verkaufen", "Скупка ЛСД" STRM_mission_marker_lonelyisland, "Just a lonely island", "Nur eine einsame Insel", "Затеряный островl" STRM_mission_marker_racefinish, "Race Finish", "Ziel des Rennens", "Финиш гонок" STRM_mission_marker_racestart, "Race Start", "Start des Rennens", "Старт гонок" STRM_mission_marker_atm, "ATM", "moneyautomat", "Банкомат" STRM_mission_marker_shootingrange, "Shooting Range", "Schiessstand", "Тир" STRM_mission_marker_refuelstation, "Petrol Station", "Tankstelle", "Заправка" STRM_mission_marker_refuelAVGAS, "AVGas Refuel Station", "AVGas Tankstelle", "Авиазаправка" STRM_mission_marker_policestation, "Police Base", "Polizei Basis", " База полиции" STRM_mission_marker_headmoneylicense, "Bounty-Hunter License", "bountyjaegerlizenzen", "Лицензия охотников за головами" STRM_mission_marker_antidoteshop, "Virus Antidote Shop", "Virus Gegenmittel Shop", "Магазин Вирусного Противоядия" STRM_mission_marker_civhospital, "Hospital", "Krankenhaus", "Больница" STRM_mission_marker_bank, "Bank", "Bank", "Банк" STRM_mission_marker_shop_1, "Shop 1", "Shop 1", "Магазин 1" STRM_mission_marker_shop_2, "Shop 2", "Shop 2", "Магазин 2" STRM_mission_marker_shop_3, "Shop 3", "Shop 3", "Магазин 3" STRM_mission_marker_shop_air, "Air-Vehicle shop/Airtaxi", "Luftvehikel Shop/Airtaxi", "Продажа авиации/АвиаТакси" STRM_mission_marker_shop_air_small, "Airvehicle shop/Airtaxi", "Luftvehikel Shop/Airtaxi", "Продажа авиации(м)/АвиаТакси" STRM_mission_marker_shop_armored, "Tank & Car shop", "Gepanzertes+Fahrzeuge Shop", "продажа тяжолой техники" STRM_mission_marker_shop_heavygun, "Heavy-Weapon shop", "Schwere Waffen Shop", "Продажа тяжолого вооружения" STRM_mission_marker_shop_boat, "Boat shop", "Boot Shop", "Продажа судов" STRM_mission_marker_shop_sniper, "Sniper-Rifle shop", "Scharfschuetzengewehr Shop", "Продажа снайперских винтовок" STRM_mission_marker_shop_rifle, "Rifle shop", "Gewehr Shop", "Продажа автоматов" STRM_mission_marker_shop_pickup, "Pick-up shop", "Pickup Shop", "Продажа пикапов" STRM_mission_marker_shop_retro, "Mikes Retro Garage", "Mikes Retro Garage", "Mikes Ретро Гараж" STRM_mission_marker_shop_truck, "Truck shop", "Truck Shop", "Продажа грузовиков" STRM_mission_marker_shop_car, "Car shop", "Auto Shop", "Продажа машин" STRM_mission_marker_shop_handgun, "Handgun shop", "Handfeuerwaffen Shop", "Продажа пистолетов" STRM_mission_marker_shop_smg, "SMG shop", "SMG Shop", "SMG магазин" STRM_mission_marker_shop_equipment, "Equipment shop", "Equipment Shop", "Продажа снаряжения" STRM_mission_marker_shop_fishmarket, "Fish Market", "Fischmarkt", "Рыбный рынок" STRM_mission_marker_shop_bagango, "Bagango Shop", "Bagango Shop", "Bagango магазин" STRM_mission_marker_shop_corazol, "Corazol Shop", "Corazol Shop", "Corazol магазин" STRM_mission_marker_shop_mercalillo, "Mercalillo Shop", "Mercalillo Shop", "Mercalillo магазин" STRM_mission_marker_shop_obregan, "Obregan Shop", "Obregan Shop", "Obregan магазин" STRM_mission_marker_shop_masbete, "Masbete Shop", "Masbete Shop", "Masbete магазин" STRM_mission_marker_shop_eponia, "Eponia Shop", "Eponia Shop", "Eponia магазин" STRM_mission_marker_shop_pita, "Pita Shop", "Pita Shop", "Pita магазин" STRM_mission_marker_sellcars, "Sell Vehicles", "Vehikelverkauf", "Скупка транспорта" STRM_mission_marker_garage, "Garage", "Garage", "Гараж" STRM_mission_marker_despawn, "Despawn-free area", "Despawn-Freie Zone", "Despawn-free area" STRM_mission_drugbuyflag, "Buy Drugs", "Drogen kaufen", "Продажа наркотиков" STRM_mission_marker_fishing, "Fishing Area", "Fischereigebiet", "Место рыбалки" STRM_mission_marker_deepsea_whale, "Deep-Sea Fishing (Whales)", "Tiefsee-Fischen (Wale)", "Глубоководный Лов рыбы (Киты)" STRM_mission_marker_deepsea_shark, "Deep-Sea Fishing (Sharks)", "Tiefsee-Fischen (Haie)", "Глубоководный Лов рыбы (Акулы)" STRM_mission_marker_forest, "Workplace Forest", "Workplace Wald", "Лес предприятия" STRM_mission_marker_farming, "Wheat Harvesting", "Weizen Ernten", "Сбор урожая Пшеницы" STRM_mission_marker_farmingsell, "Sell harvests", "Ernten verkaufen", "Скупка урожая" STRM_mission_marker_court, "Court Construction Site", "Gericht Baustelle", "Строительная площадка Суда" STRM_mission_marker_jail_construction, "Jail Construction Site", "Gefaengniss Baustelle", "Строительная площадка Тюрьмы" STRM_mission_marker_bagango_shooting_range, "Bagango Shooting Range", "Bagango Schiessplatz", "Стрельбище Bagango" STRM_mission_marker_factory_air, "Air Vehicle Factory", "Luft-Fahrzeugfabrik", "АвиаФабрика" STRM_mission_marker_parkinglot_bagango, "Parking Lot", "Parkplatz", "АвтоСтоянка" STRM_mission_marker_ressourceshop, "Buy/Sell Resources", "Resourcen kauf./verk.", "Купля/Продажа Ресурсов" STRM_mission_marker_bagango_ap, "Bagango Airport", "Bagango Airport", "Bagango аэропорт" STRM_mission_marker_mercalillo_ap, "Mercalillo Aiport", "Mercalillo Aiport", "Mercalillo аэропорт" STRM_mission_marker_gen_liceses, "Licenses", "Lizenzen", "лицензия" STRM_mission_marker_construcmat, "Construction Parts", "Konstruktions-Teile", "Строительные детали" STRM_food_Factory, "Food Factory", "Nahrungsmittel Fabrik", "Фабрика Пищи" STRM_Diamond_Mine, "Diamond Mine", "Diamanten Mine", "Алмазный рудник" STRM_quellwasser, "Spring water", "Quellwasser", "Артезианская вода" STRM_quellwasser_high, "Spring Water(high quality)", "Quellwasser(high quality)", "Ключевая вода" STRM_seewasser, "Salt water", "Salzwasser", "Соленая вода" STRM_weinberg_rot_norm, "Vineyard (red graves)", "Weinberge (rote Trauben)", "Виноградник (красный сорт)" STRM_weinberg_rot_high, "Vineyard (red graves HQ)", "Weinberge (rote Trauben HQ)", "Виноградник (красный сорт ВК)" STRM_weinberg_weiss_norm, "Vineyard (White graves)", "Weinberge (weisse Trauben)", "Виноградник (Белый сорт)" STRM_weinberg_weiss_high, "Vineyard (White graves HQ)", "Weinberge (weisse Trauben HQ)", "Виноградник (Белый сорт ВК)" STRM_hopfen_ernte, "Hops Harvesting", "Hopfen Ernten", "Сбор Хмеля" STRM_tabak_ernte, "Tobacco Harvesting", "Tabak Ernten", "Сбор Табака" STRM_mission_gruen_fahne, "Bases", "Basen", "Основания" STRM_mission_blau_fahne, "Shops", "Geschaefte", "Магазины" STRM_mission_gelb_fahne, "Hideout / Workplaces / Buyable Shops", "Hideout / Workplaces / kaufbare Geschaefte", "Тайники / Предприятия / Магазины" STRM_mission_rot_fahne, "Drugs", "Drogen", "Наркотики" STRM_mission_gruen_punkt, "Bank / ATM", "Bank / moneyautomat", "Банк / Банкомат" STRM_mission_rot_punkt, "Delivery Point", "Lieferpunkte", "Точка доставки" STRM_mission_gelb_punkt, "Point of Interest", "Point of Interest", "Пункт Интереса" STRM_mission_weiss_punkt, "Others", "Anderes", "Остальное" STRM_mission_weiss_punkt_tanke, "Fuel-Stations", "Tankstellen", "Топливные станции" STRM_mission_legende, "Caption", "Legende", "Заголовок" STRM_mission_legende_civmarker, "Civ-marker", "Zivilistenmarker", "Маркер Граждан" STRM_mission_legende_civmarker2, "Civ-marker (wanted)", "Zivilistenmarker (gesucht)", "Маркер Граждан (в розыске)" STRM_mission_legende_copmarker, "Cop-marker", "Polizistenmarker", "Маркер Полицейских" STRM_mission_legende_restaurante, "Restaurant", "Restaurante", "Ресторан" STRM_mission_marker_terrorvehicle, "Terrorist Vehicles", "Terroristenfahrzeuge", "Техника терористов" STRM_mission_marker_illegalweapsbuy, "Illegal Weapons", "Illegale Waffen", "Продажа Нелегальное Оружие" STRM_mission_marker_illegalweapssell, "Sell Illegal Weapons", "Illegale Waffen verkaufen", "Купля Нелегальное Оружие" // MISSION TRIGGER // ############################################################################026 STRM_vehicle_stolen_ME_AS_1001, "A vehicle (registration plate: ME_AS_1001) was stolen near Bagango!", "Ein Fahrzeug (Kennzeichen: ME_AS_1001) wurde nahe Bagango gestohlen!", "ВНИМАНИЕ Угон автомобиля (Регистрационный номер: ME_AS_1001) Угнан в Баганго!" // LIZENZEN // ############################################################################027 STRS_license_car, "Car License", "Autolizenz", "Лицензия на автомобиль" STRS_license_pickup, "Pick-up License", "Pickuplizenz", "Лицензия на Пикап" STRS_license_truck, "Truck License", "Trucklizenz", "Лицензия на Грузовик" STRS_license_heavycar, "Armoured-Car License", "Gepanzerte Fahrzeuglizenz", "Лицензия на Тяжолую технику" STRS_license_boat, "Boat License", "Wasserfahrzeuglizenz", "Лицензия на Суда" STRS_license_air, "Air-Vehicle License", "Luftvehikellizenz", "Диплом Пилота" STRS_license_handgun, "Handgun License", "Handfeuerwaffenlizenz", "Лицензия на Пистолет" STRS_license_smg, "Sub Machine Gun License", "Sub Machine Gun Lizenz", "Лицензия на Sub Пулемет" STRS_license_rifle, "Rifle License", "Gewehrlizenz", "Лицензия на Автомат" STRS_license_sniper, "Sniper License", "Scharfschuetzenlizenz", "Лицензия на Винтовки" STRS_license_machinegun, "Machine-gun License", "Maschinengewehr Lizenz", "Лицензия на Пулемет" STRS_license_heavygun, "Heavy-Weapons License", "Schwere Waffenlizenz", "Лицензия на Тяжолое вооружение" STRS_license_bounty, "Bounty-Hunter License", "bountyjaegerlizenz", "Лицензия Охотник за головами" STRS_license_terror, "Terrorist Training", "Terroristen Training", "Обучение тероризму" STRS_license_uni, "University Exam", "Universitaetsausbildung", "Высшее образование" STRS_license_bank, "Bank Insurance", "Bankversicherung", "Страховка" STRS_license_bomb, "Bomb Training", "Bombentraining", "Подрывник" STRS_license_lockpick, "Lock Pick Training", "Lockpick Training", "Автовор" STRS_license_engineer, "Engineer Training", "Mechaniker Training", "Механик" STRS_license_explosive, "Explosives Training", "Sprengstofftraining", "Специалист по взрывчатке" STRS_license_basic_police, "Basic Police Training", "Einfaches Polizei Training", "Основная Полицейская Подготовка" STRS_license_coppatrol, "Patrol-Officer Training", "Streifen-Polizist Training", "Обучение Патрульного Офицера" STRS_license_copresponse, "Criminal Response-Officer Training", "Criminal Response-Officer Training", "Criminal Response-Officer Обучение" STRS_license_copairsupport, "Air Suport-Officer Training", "Luft Support-Officer Training", "Подготовка Офицеров Воздушной-подержки" STRS_license_copswat, "SWAT-Officer Training", "SWAT-Officer Training", "Обучение SWAT-Офицера" STRS_license_medic, "Medical Training", "Medic ausbildung", "Медик" STRS_license_realestate, "Real-Estate License", "Immobilien Lizenz", "Недвижимость лицензию" STRS_license_bodyguard, "Bodyguard License", "Bodyguard Lizenz", "Лицензия Телохранителя" STRS_remove_License, "Your license %1 has been removed from you by the chief of police", "Deine Lizenz/Training %1 Wurde vom Polizei-Chief entfernt", "Ваша лицензия %1 была удалена у Вас, начальником полиции" STRM_mission_marker_license1, "Car/Pick-up-License", "Auto/Pickup-Lizenz", "Машины/Пикапы-Лицензии" STRM_mission_marker_license2, "Handgun/Rifle/SMG-License", "Handfeuerwaffen/Gewehr/SMG-Lizenz", "Пистолеты/Автоматы/SMG-Лицензии" STRM_mission_marker_license3, "Sniper/MG-License", "Sniper/MG-Lizenz", "Снайперские/Пулеметные-лицензии" STRM_mission_marker_license4, "Boat License", "Boot Lizenz", "Судавые-Лицензии" STRM_mission_marker_license_airport, "Air License", "Luft Lizenz", "Авиационные-Лицензии" STRM_mission_marker_license5, "Truck License", "Trucklizenz", "Лицензия на грузовик" STRM_mission_marker_university, "Civillian Trainings", "Zivile Trainings", "Обучения Civillian" STRM_mission_marker_realestate, "Habibi's Real-Estate", "Habibi's Immobilien", "Habibi's недвижемое имущество" // INVENTAR_01 // ############################################################################028 STRS_item_addinfo_keine, "none", "keine", "нет" //-----------HIDEOUT-------------- STRS_item_hideout, "Hideout", "Hideout", "Укрытие" STRS_item_hideout_info, "A Hideout. Use it outside the cities to place it. At the flag, that will stand near the hideout, you can buy addons. Those addons you can use at this flag.","Ein Hideout. Benutze es ausserhalb der Staedte, um es zu bauen. An der Fahne, die dann ebenfalls erstellt wird, kannst du zusaetze kaufen, die du an der Fahne benutzen kannst.", "Тайник. Можете разместить его за пределами городской черты. Используя Флаг возле тайника, можно подключить дополнительные опции." STRS_inventar_hideout_wrongplace, "You are too close to a city so you cannot build your hideout here.", "Du bist zu nah an einer Stadt, daher kannst du dein Hideout hier nicht bauen.", "Вы находитесь в городской черте, обустройство Тайника невозможна." STRS_inventar_no_money_hideout, "You can't afford the hideout.", "Du kannst dir das Hideout nicht leisten.", "Мало денег." STRS_inventar_bought_hideout, "%1, you build a Hideout here.", "%1, du hast hier ein Hideout gebaut.", "%1, ваш тайник будет установлен здесь." STRS_variablen_hideout_small, "Small Hideout", "Kleines Hideout", "Маленький Тайник" STRS_variablen_hideout_middle, "Medium Hideout", "Mittleres Hideout", "Средний Тайник" STRS_variablen_hideout_large, "Large Hideout", "Grosses Hideout", "Большой Тайник" STRS_variablen_hideout_addon_firstaid, "First Aid", "Erste Hilfe", "Лечение" STRS_variablen_hideout_addon_teleporter, "Teleporter", "Teleporter", "Телепортация" STRS_variablen_hideout_addon_banking, "Internet Banking", "Online Banking", "Интернет-Банк" STRS_hideoutheal_nouse, "You are not injured.", "Du bist nicht verletzt.", "Вы не ранены." STRS_hideoutheal_use, "You are healing yourself, wait 5 seconds until your wounds are healed completely.", "Du heilst dich, warte 5 Sekunden bis du alle Wunden geheilt hast.", "Через пять секунд лечение будет закончено." STRS_hideoutheal_used, "Your wounds are now healed.", "Deine Wunden sind nun geheilt.", "вы снова здоровы." STRS_hideoutaddons_nobuy, "You can't afford this add-on.", "Du kannst dir dieses Addon nicht leisten.", "Не хватает денег." STRS_hideoutaddons_buy, "You bought that hideout add-on for $%1.", "Du hast dieses Hideout-Addon fuer $%1 gekauft.", "Вы подключили эту опцию за $%1." STRS_hideoutaddons_repaired, "You repaired your hideout.", "Du hast dein Hideout repariert.", "Ваш тайник отремонтирован." STRS_hideoutaddons_norepair, "You cannot repair your hideout because it is not damaged.", "Du kannst das Hideout nicht reparieren, da es nicht beschaedigt ist.", "Ваш тайник не поврежден." STRS_hideoutaction_nobuy, "You can't afford that hideout.", "Du kannst dir kein Hideout leisten.", "Не хватает денег." STRS_hideoutaction_already, "You already own a hideout.", "Du hast bereits ein eigenes Hideout.", "У вас уже есть Тайник." STRS_hideoutaction_info, "You bought a hideout. It is now available in your inventory (Place it by selecting it in the inventory and click use. Note: You can't place the hideout inside towns.)", "Du hast ein Hideout gekauft. Es befindet sich nun in deinem Inventar. Du kannst es bauen indem du es im Inventar auswaehlst und auf Benutzen klickst (Beachte: Du kannst es nicht ueberall bauen - Fuer mehr Informationen siehe Karte/Briefing).", "Вы приобрели тайник. его установка возможна через меню инвентарь. помните, для установки тайника есть определенные ограничения." STRS_hideout_flagowner, "The owner of this hideout is %1", "Der Besitzer dieses Hideouts ist: %1", "Владелец данного Тайника: %1" STRS_hideout_locked_entered, "%1 has entered your hideout.", "%1 hat dein Versteck betreten.", "%1 болтается возле Вашего Тайника." STRS_hideout_locked, "Hideout locked.", "Hideout abgeschlossen.", "Тайник закрыт." STRS_hideout_unlocked, "Hideout unlocked.", "Hideout aufgeschlossen.", "Тайник открыт." STRS_hideout_marker, "Your Hideout", "Dein Versteck", "Ваш Тайник" STRS_item_alreadygothideout, "You already have a hideout.", "Du hast bereits ein Hideout.", "У вас уже есть тайник." //-----------STOERSENDER-------------- STRS_item_stoersender, "Jammer", "Stoersender", "Блокировка радиомаяка" STRS_item_stoersender_info, "You can block the Civ marker for a certain amount of time using this item.", "Mit diesem Item kannst du den Civmarker fuer eine bestimmte Zeit verschwinden lassen.", "Вы можете блокировать маркер Civ на 10 мин, используя этот предмет." STRS_inventar_stoersender_alreadyinuse, "You can not use it until your current marker jamming is over.", "Du kannst es nicht benutzen bis die aktuelle Stoerung zu Ende ist.", "Блокировка радиомаяка уже задействована. Повторное включение невозможно." STRS_inventar_stoersender_success, "You jammed your Civ marker. No-one will see your marker for the next %1 minutes.", "Du hast deinen Civmarker gestoert. Fuer die naechsten %1 Minuten kann niemand deinen Marker sehen", "Вы временно отключили Ваш радиомаяк. В последующие %1 минут никто не сможет увидеть Ваш маркер на карте." STRS_inventar_stoersender_end, "Your Marker jamming has ended.", "Deine Markerstoerung ist zuende", "Время блокировки Вашего радиомаяка вышло. Слежение восстановлено." //-----------VERSICHERUNG-------------- STRS_item_versicherung, "Bank Insurance", "Bank Versicherung", "Банковская страховка" STRS_item_versicherung_info, "You cannot lose any money when the bank is robbed while having this item in your inventory. Each time the bank gets robbed one insurance item will be removed.", "Waehrend du dieses Item bei dir hast, kannst du kein money verlieren, wenn die Bank ausgeraubt wird. Jedes mal, wenn die Bank ausgeraubt wird, verlierst du jedoch eins deiner Versicherungen.", "Страховка избавит Ваш счет от потерь при ограблении банка. Но при ограблении страховой полис будет утрачен. Если у вас больше нет страхового полиса, Вы вновь рискуете потерять свои деньги." //-----------LOCKPICK-------------- STRS_item_lockpick, "Lock Pick", "Dietrich", "Отмычка" STRS_item_lockpick_info, "With this device you can steal other vehicles and acquire the keys.", "Mit diesem Geraet kannst du andere Autos zu deinem eigenem machen.", "С этим устройством Вы можете украсть транспортное средство и приобрести ключи." STRS_inventar_lockpick_zuweit, "No vehicle close enough.", "Kein Fahrzeug ist nah genug.", "Нет транспорта поблизости" STRS_inventar_lockpick_gesehen, "%1 stole a vehicle (registration plate: %2)!", "%1 hat ein Fahrzeug geklaut (Kennzeichen: %2)!", "%1 угнал транспорт (регистрационный номер: %2)!" STRS_inventar_lockpick_already, "you already own this vehicle.", "Dir gehoert dieses Fahrzeug bereits.", "Вам уже принадлежит это транспортное средство" STRS_inventar_lockpick_success, "You break opened this vehicle!", "Du hast dieses Fahrzeug geknackt!", "Вы открыли этот автомобиль!" STRS_inventar_lockpick_noluck, "No Luck this time!", "Du hast dieses mal kein Glueck gehabt!", "Неудалось на этот раз!" //------------DRUGS--------- STRS_inv_item_marijuanaseed, "Marijuana Seed", "Marijuana Seed", "Семя Марихуаны" STRS_inv_item_cocaineseed, "Cocaine Seed", "Cocaine Seed", "Семя Кокаина" STRS_inv_item_drugshed, "Drug Shed", "Drug Shed", "Лаборатория" STRS_inv_item_marijuanaUP, "Marijuana (Unprocessed)", "Marijuana (Unprocessed)", "Марихуана (неочищеная)" STRS_inv_item_CocaineUP, "Cocaine (Unprocessed)", "Cocaine (Unprocessed)", "Кокаин (неочищеный)" STRS_Item_cocaineUP_info, "This cocaine needs needs to be processed in a drug shed before it can be used/sold", "This cocaine needs needs to be processed in a drug shed before it can be used/sold", "Этот кокаин нужно еще обработать в наркотической лаборатории прежде, чем вы сможет использовать/продавать его" STRS_item_marijuanaseed_info, "With this seed you can plant Marijuana plants, the plants will grow over time and will be able to be harvested after a period of time, you will need to process the marijuana after harvest", "With this seed you can plant Marijuana plants, the plants will grow over time and will be able to be harvested after a period of time, you will need to process the marijuana after harvest", "Вы можете семяна растений марихуаны посадить, растения будут расти с течением времени, и можно будет собрать после определенного периода времени, вам нужно будет обработать марихуаны после сбора урожая" STRS_item_marijuanaUP_info, "This marijuana needs to be processed in a drug shed before it can be used/sold", "This marijuana needs to be processed in a drug shed before it can be used/sold", "Это марихуаны должны быть обработаны в лаборатории, прежде чем оно может быть использована/продана" STRS_item_drugshed_info, "You can use the drug shed to place it and create marijuana here", "You can use the drug shed to place it and create marijuana here", "Вы можете использовать лабораторию, чтобы разместить её и создать марихуану здесь" STRS_item_cocaineseed_info, "With this seed you can plant cocaine plants, the plants will grow over time and will be able to be harvested after a period of time, you will need to process the cocaine after harvest", "With this seed you can plant cocaine plants, the plants will grow over time and will be able to be harvested after a period of time, you will need to process the cocaine after harvest", "При этом вы можете семян растений кокаина посадить, растения будут расти с течением времени, и можно будет собрать после определенного периода времени, вам нужно будет обработать кокаина после сбора урожая" STRS_Drugs_DestroyShed, "You destroy a drug shed", "You destroy a drug shed", "Вы уничтожили лабораторию" STRS_Drugs_HarvestMarijuana, "You harvest a Marijuana Plant", "You harvest a Marijuana Plant", "Вы собираете урожай Марихуаны" STRS_Drugs_Plant_Marijuana, "You plant a marijuana plant, it will take some time to grow", "You plant a marijuana plant, it will take some time to grow", "Вы посадите растения марихуаны, это займет некоторое время, чтобы вырости" STRS_Drugs_Marijuana_NearlyReady, "A marijuana plant is almost ready to be harvested", "A marijuana plant is almost ready to be harvested", "Растения Марихуаны практически готовы к сбору" STRS_Drugs_Marijuana_Ready, "A Marijuana plant is ready to be harvested", "A Marijuana plant is ready to be harvested", "Марихуана готова к сбору" STRS_Drugs_Marijuana_Burn, "You set the marijuana plant on fire destroying the evidence", "You set the marijuana plant on fire destroying the evidence", "Вы уничтожаете поля Марихуны огнем, уничтожаете докозательства" STRS_Drugs_PlaceShed, "You construct a drug shed here", "You construct a drug shed here", "Вы построили здесь лабораторию" STRS_Drugs_NoMarijuana, "You have no unprocessed marijuana", "You have no unprocessed marijuana", "У вас нет, непереработанной марихуаны" STRS_Drugs_ProcessMarijuana, "You process 1 Marijuana", "You process 1 Marijuana", "Вы обрабатываете 1 Марихуану" STRS_Drugs_Plant_Cocaine, "You plant a cocaine plant, it will take some time to grow", "You plant a cocaine plant, it will take some time to grow", "Вы посадите растения кокаина, это займет некоторое время, чтобы вырости" STRS_Drugs_Cocaine_NearlyReady, "A cocaine plant is almost ready to be harvested", "A cocaine plant is almost ready to be harvested", "Растения кокаина практически готовы к сбору" STRS_Drugs_Cocaine_Ready, "A cocaine plant is ready to be harvested", "A cocaine plant is ready to be harvested", "Кокаин готов к сбору" STRS_Drugs_Cocaine_Burn, "You set the cocaine plant on fire destroying the evidence", "You set the cocaine plant on fire destroying the evidence", "Вы уничтожаете поля Кокаина огнем, уничтожаете докозательства" STRS_Drugs_HarvestCocaine, "You harvest a Cocaine Plant", "You harvest a Cocaine Plant", "Вы собираете урожай Кокаина" STRS_Drugs_ProcessCocaine, "You process 1 Cocaine", "You process 1 Cocaine", "Вы обрабатываете 1 Кокаина" STRS_Drugs_NoCocaine, "You have no unprocessed cocaine", "You have no unprocessed cocaine", "У вас нет, непереработаннго кокаина" STRS_action_Drugs_MarijuanaBurn, "[Burn Marijuana]", "[Burn Marijuana]", "[Сжигать Марихуану]" STRS_action_Drugs_MarijuanaHarvest, "[Harvest Marijuana]", "[Harvest Marijuana]", "[Сбор Марихуаны]" STRS_action_Drugs_DestroyShed, "[Destroy Shed]", "[Destroy Shed]", "[Уничтожать лабораторию]" STRS_action_Drugs_ProcessMarijuana, "[Process Marijuana]", "[Process Marijuana]", "[Обработка Марихуаны]" STRS_action_Drugs_ProcessCocaine, "[Process Cocaine]", "[Process Cocaine]", "[Обработка Кокаина]" STRS_action_Drugs_CocaineBurn, "[Burn Cocaine]", "[Burn Cocaine]", "[Сжигать Кокаин]" STRS_action_Drugs_CocaineHarvest, "[Harvest Cocaine]", "[Harvest Cocaine]", "[Сбор Кокаина]" //-----------FARM ITEMS-------------- STRS_item_holz, "Wood", "Holz", "Дерево" STRS_item_eisenerz, "Iron Ore", "Eisenerz", "Железная руда" STRS_item_gold, "Gold-Nuggets", "Gold-Nuggets", "Золотые самородки" STRS_item_goldbarren, "Gold-Bar", "Gold-Barren", "Золотой слиток" STRS_item_mineraloel, "Mineral Oil", "Mineraloel", "Масло" STRS_item_ebauteile, "Electronic Components", "Elektronische Bauteile", "Электроника" STRS_item_silizium, "Silicon", "Silizium", "Силикон" STRS_item_kupfer, "Copper", "Kupfer", "Медь" STRS_item_stahl, "Steel", "Stahl", "Сталь" STRS_item_schwarzpulver, "Black Powder", "Schwarzpulver", "Дымный порох" STRS_item_schwefel, "Sulphur", "Schwefel", "Сера" STRS_item_kohle, "Coal", "Kohle", "Уголь" STRS_item_erdoel, "Petroleum", "Erdoel", "Нефть" STRS_item_glas, "Glass", "Glas", "Стекло" STRS_item_plastik, "Plastic", "Plastik", "Пластик" STRS_item_sand, "Sand", "Sand", "Песок" STRS_item_stahlwolle, "Steel Wool", "Stahlwolle", "Сплав" STRM_verseuchte_zone, "Contaminated Zone", "Kontaminierte Zone", "Зараженная Зона" STRS_item_farmitem_info, "This item can be used in order to create other items in factories.", "Dieses Item kann benutzt werden, um andere items in Fabriken herzustellen.", "Этот предмет может использоваться в фабриках." // GILDEN // ############################################################################029 STRS_gilde_cop, "You are a Cop, you are not allowed to use guilds.", "Als cop darfst du dich in Gilden nicht einmischen.", "Вы полицейский. Забудте об этом." STRS_gilde_schonmember, "You are already a Member of a guild", "Du bist bereits Mitglied einer Gilde", "Вы уже являетесь участником Гильдии" STRS_gilde_keinmoney, "You do not have enough money to create a guild. You need $%1.", "Du hast nicht genug money, eine Gilde zu erstellen. Du brauchst $%1.", "У Вас не хватает денег для основания Гильдии. Вам нужно $%1." STRS_gilde_erstellt, "You have created a new guild. It has the name %1 and it has the Guild-ID %2. With this ID the Members of your guild are identified.", "Du hast eine neue Gilde gegruendet. Ihr Name ist %1 und sie hat die Gilden-ID %2. Unter dieser ID werden die Member deiner Gilde identifiziert.", "Вы основали Гильдию %1. ее ID номер: %2. Это поможет узнавать своих." STRS_gilde_beitreten_keinmoney, "You do not have enough money to join a guild. You need $%1.", "Du hast nicht Genug money, um dieser Gilde beitreten zu koennen. Du brauchst $%1", "У Вас не хватает денег для вступления в Гильдию. Требуется $%1" STRS_gilde_beigetreten, "You joined a guild. You paid $%1 for that.", "Du bist einer Gilde beigetreten. Du hast $%1 dafuer bezahlt.", "Вы вступили в Гильдию. Взнос составил $%1." STRS_gilde_beigetreten_leader, "%1 joined your Guild. You got $%2 from him.", "%1 ist deiner Gilde beigetreten. Du hast $%2 von ihm bekommen.", "%1 вступил в Гильдию. Вы получили от него $%2" STRS_gilde_zuviele, "You can not join this Guild. It has reached the maximum of players per guild or joining this guild has been disabled by the leader.", "Du kannst dieser Gilde nicht beitreten. Sie hat das Maximum an Spielern pro Gilde erreicht oder das Beitreten wurde vom Gildenleader deaktiviert.", "Вы не можете вступить в эту Гильдию, количество участников достигло максимума либо ограничено ее главарем." STRS_gilde_keinegilde, "You are not in a Guild.", "Du bist in keiner Gilde.", "Вы не в Гильдии." STRS_gilde_verlassen, "You left your Guild.", "Du hast deine Gilde verlassen.", "Вы покинули Гильдию." STRS_gilde_verlassen_leader, "Someone has left your Guild.", "Jemand hat deine Gilde verlassen.", "Кто-то покинул Вашу Гильдию." STRS_gilde_newleader, "The Leader of this Guild has left the Guild, you are now the leader!", "Der Leader dieser Gilde hat die Gilde verlassen, du bist nun der Leader!", "Главарь Гильдии ее покинул. Теперь Вы главный!" STRS_gilde_keinegewaehlt, "You did not select a guild.", "Du hast keine Gilde gewaehlt.", "Вы не выбрали Гильдию." STRS_gilde_rausgeworfen, "You were kicked out of the guild by the leader!", "Du wurdest vom Leader aus der Gilde gekickt!", "Вы изгнаны из Гильдии ее главарем!" STRS_gilde_keinname, "The name must not be empty!", "Der Name darf nicht leer sein!", "Должно быть какое-то название!" STRS_gildeid, "Guild-ID", "Gilde-ID", "ID-Гильдии:" STRS_gilde_gruender, "Founder", "Gruender", "Основатель:" STRS_gilde_gangwar_keinleader, "You are not the Leader, so you can not take this area.","Du bist nicht der Leader, daher kannst du nicht dieses Gebiet erobern.", "Вы не главарь и не можете захватить участок!" STRS_gilde_gangwar_notactive, "Currently it is not possible to take areas.", "Derzeit ist es nicht moeglich, Gebiete zu erobern.", "В настоящий момент невозможно захватить участок." STRS_gilde_gangwar_geradeversucht, "You already tried it a short time ago.", "Du hast es erst kuerzlich versucht.", "Совсем недавно Вы уже это пробовали сделать" STRS_gilde_gangwar_bereitserobert, "Area already taken.", "Das Gebiet ist bereits erobert.", "Участок уже захвачен" STRS_gilde_gangwar_andereimgebiet, "Area not taken, because member of other guilds are in this area.", "Gebiet nicht erobert, weil sich andere Gildenmitglieder sich in diesem Gebiet befinden.", "на участке находится член другой Гильдии" STRS_gilde_gangwar_erobert, "Area taken!", "Gebiet erobert !", "Участок взят!" STRS_gilde_neueregierung, "A new government has been set up.", "Eine neue Regierung ist angetreten.", "Установленно новое Правительство." STRS_gilde_keineregierung, "The government has been disbanded.", "Es gibt keine Regieung mehr.", "Правительство было расформировано." STRS_addaction_gangarea, "Own this area!", "Dieses Gebiet erobern!", "Владелец этого участка!" STRS_gilde_kampfstart, "A fight for the gang areas has started.", "Ein Kampf um die Gang-gebiete hat angefangen.", "Бой за участок начался!" STRS_gilde_kampfende, "The fight for the gang areas ended.", "Der Kampf um die Gang-gebiete ist nun beendet.", "Бой за участок закончен!" STRM_mission_marker_gangarea1, "Gang Area 1", "Gang-gebiet 1", "Территория банды 1" STRS_addaction_gesetz, "Change the Law", "Gesetze Aendern", "Изменить Закон" STRD_dialogandere_gesetze_header, "Change laws (You have to choose a slot in the list below. It may be empty.)", "Gesetze aendern (Du musst einen Slot in der Liste auswaehlen. Dieser kann auch leer sein.)", "Изменение законодательства" STRD_dialogandere_gesetze_submit, "Change!", "Aendern!", "Изменить!" STRS_gilde_gesetze_public, "Law #%1 has been changed. This is the new Law: %2", "Gesetz #%1 wurde geaendert. Der neue Text lautet nun: %2", "Закон#%1 был изменен. Новая редакция: %2" STRD_description_punktekauf_header, "Buy Guild-Points", "Gildenpunkte kaufen", "Купить Участки" STRS_dialogandere_punktekauf_anzeigetext, "Buy %1 point(s) for $%2", "%1 Punkt(e) fuer $%2 kaufen", "купить %1 point(s) за $%2" STRS_addaction_gildenpunkte, "Buy Points (Guild)", "Punkte kaufen (Gilde)", "Купить Points (Гильдия)" STRS_gilde_punktegekauft, "You have bought %1 Guild-Points for $%2.", "Du hast %1 Gilden-Punkte fuer $%2 gekauft.", "Вы купили %1 Points за $%2." STRD_description_gildeverwalten_sperren_submit, "Update!", "Aktuallisieren!", "Обновление!" STRD_description_gildeverwalten_sperren_header, "Join allowed?", "Beitreten erlaubt?", "Разрешить?" STRD_description_gildegruenden_hinweis, "Note: The Name MUST NOT contain quotes! Using quotes will crash the script and you will get an error. If you have further problems using the guilds, you have to leave your guild, which does not exist, using the leave button from the guild's main menu.", "Hinweis: Im Namen duerfen KEINE Anfuehrungszeichen vorkommen. Mit Anfuehrungszeichen im Namen kommt das Script nicht klar und du wirst eine Fehlermeldung bekommen! Sollte es zu Problemen kommen, musst du im Gildenhauptmenu deine Gilde, die nicht existiert, verlassen.", "Имя не должно содержать кавычки! Это создаст проблемы для работы скрипта." // STUN // ############################################################################030 STRS_stunned_enabled, "You have been Stunned. Input disabled for a few seconds.", "Geschockt, Input fuer ein paar Sekunden deaktiviert.", "Вы Оглушены. Это состояние пройдет через 15 секунд." STRS_stunned_disabled, "You recovered. Use the Animation menu and play the animation -normal- in order to stand up again.", "Du hast dich erhohlt. Um wiederaufzustehen, benutz die Animation -normal- aus dem Animationsmenu.", "Вы пришли в себя. Откройте меню Анимация и выберите -Обычный- ,что бы встать на ноги." STRS_stunned_iamtheone, "I stunned %1!", "Ich habe %1 geschockt!", "Я оглушил %1!" // SHOPS // ############################################################################032 STRS_alreadygotshop, "You already own this shop.", "Dir gehoert bereits dieser shop.", "Вы уже владеете этим магазином." STRS_gotshop, "%1, you bought this shop for $%2.", "%1, du hast diesen Shop fuer $%2 gekauft.", "%1, Вы купили этот магазин за $%2." // COP PRISON // ############################################################################033 STRS_cop_inprison, "You are in prison because you team-killed a cop.", "Du bist im Gefaengnis, weil du einen Cop getoetet hast.", "Вы находитесь в тюрьме потому что Вы убили полицейского." STRS_cop_freeprison, "You are free again.", "Du bist wieder frei.", "Вы на свободе." // FACTORIES // ############################################################################034 STRM_mission_marker_fac_weapon, "Weapon Factory", "Waffenfabrik", "Оружейный завод" STRM_mission_marker_fac_vehicle, "Vehicle Factory", "Fahrzeugfabrik", "Автозавод" STRM_mission_marker_fac_item, "Item Factory", "Itemfabrik", "Фабрика снаряжения" STRM_mission_marker_fac_res, "Resource Factory", "Ressourcenfabrik", "Переработка ресурсов" STRM_mission_marker_fac_construc, "Construction/Buildings Factory", "Haeuser/Konstruktions Fabrik", "Фабрика Конструкции/Зданий" STRM_mission_marker_fac_oresmelt, "Ore Smelter", "Erz Schmelze", "Плавильня" STRM_mission_marker_fac_food, "Food Factory", "Nahrungsmittelfabrik", "Фабрика Пищи" STRM_mission_marker_fac_water, "Water treatment plant", "Wasseraufbereitungsanlage", "Станция водоочистки" STRM_mission_marker_fac_food, "Food processing plant", "Nahrungsmittel Fabrik", "Завод пищевой промышленности" STRM_mission_marker_fac_alk, "Alkohol/Tobacco Factory", "Alkohol/Tabak Fabrik", "Фабрика Алкоголя/Табака" STRM_Jewelry_Factory, "Jewlery Factory", "Schmuck Fabrik", "Фабрика Драгоценностей" STRM_mission_marker_mine_erz, "Iron Ore Mine", "Eisenerzmine", "Железный рудник" STRM_mission_marker_mine_oel, "Oil Well", "Oelquelle", "Нефтяная скважина" STRM_mission_marker_mine_kupfer, "Copper Mine", "Kupfermine", "Медный рудник" STRM_mission_marker_mine_holz, "Wood", "Holz", "Лес" STRM_mission_marker_mine_sand, "Sand", "sandgrube", "Песок" STRM_mission_marker_mine_silizium, "Silicon Mine", "Siliziummine", "Добыча кремния" STRM_mission_marker_mine_schwefel, "Sulphur Mine", "Schwefelmine", "Добыча Серы" STRM_mission_marker_mine_kohle, "Coal Mine", "Kohlemine", "Угольная шахта" // CRIMELOG // ############################################################################035 STRS_functions_crimelog_msg1, "Robbed the bank and stole $%1.", "Hat die Bank ausgeraubt und bekam $%1.", "Ограбил банк и украл $%1." STRS_functions_crimelog_msg2, "Stole money from another civ.", "Hat money von einem anderen Civ gestohlen.", "Украл деньги у другого civ." STRS_functions_crimelog_msg3, "Killed another civ.", "Hat einen Civ getoetet.", "Убийств граждан." STRS_functions_crimelog_msg4, "Killed another cop.", "Hat einen Cop getoetet.", "Убийств полицейских." STRS_functions_crimelog_msg5, "Was sent to prison.", "Wurde verhaftet.", "Был арестован." STRS_functions_crimelog_msg6, "Was released from prison.", "Wurde wieder freigelassen.", "Был выпущен из тюрьмы." STRS_functions_crimelog_msg7, "Escaped from prison.", "Ist aus dem Gefaengnis ausgebrochen.", "Совершил побег." STRS_functions_crimelog_msg8, "Has died.", "Starb.", "Умер." STRS_functions_crimelog_msg9, "Paid a ticket of %1.", "Hat einen Strafzettel in hoehe von $%1 bezahlt.", "Оплатил штраф $%1." STRS_functions_crimelog_msg10, "Used a bomb.", "Benutzte eine Bombe.", "Количество терактов." STRS_functions_crimelog_msg11, "Entered the Terrorcamp.", "Hat das Terroristenlager betreten.", "Приезжал в лагерь терористов." // MAYOR // ############################################################################036 STRS_addaction_wahlen, "Vote for goverment positions", "Regierung Waehlen", "Проголосуйте за государственные должности" STRD_description_wahl_header, "Mayor Election", "Buergermeister Wahlen", "Выборы мэра" STRD_description_chief_header, "Chief Election", "Polizei-Chief Wahlen", "Выборы Шерифа" STRD_description_wahl_submit, "Elect Mayor", "Buergermeister waehlen", "Избран Мэр" STRD_description_chief_submit, "Elect Chief", "Polizei-Chief waehlen", "Избран Шериф" STRS_chief_new, "%1 is now the chief of police, He won with %2 votes.", "%1 ist der neue chief der Polizei! Er hat mit %2 Stimmen gewonnen.", "%1 в настоящее время является начальником полиции, он выиграл с %2 голосом(ами)." STRS_mayor_new, "%1 is now the new Mayor! He won with %2 votes.", "%1 ist der neue Buergermeister! Er hat mit %2 Stimmen gewonnen.", "%1 в настоящее время новый мэр! Он победил с %2 голосом(ами)." STRS_regierung_votedfor, "You voted for %1. The result will be shown at the end of the current government.", "Du hast fuer %1 gestimmt. Das Ergebnis wird am ende der aktuellen Regierung bekanntgegeben.", "Вы голосовали за %1. Результаты будут известны по окончанию выборов Мэра." STRS_chief_votedfor, "You voted for %1. The result will be shown when the next police of chief is elected", "Du hast fuer %1 gestimmt. Das Ergebnis wird am ende der aktuellen Regierung bekanntgegeben.", "Вы голосовали за %1 Результат будет известны по окончанию выборов начальника полиции" STRS_regierung_nomajor, "Currently no Mayor has been elected.", "Derzeit ist kein Buergermeister gewaehlt.", "В настоящее время никакой мэр не был избран." STRS_chief_nochief, "There is current no chief of police, it is recommended the police vote one to organise them", "Es ist momentan kein Polizei-Chief geweahlt, es wird dringend empfohlen einen zu weahlen!", "В настоящее время никакой начальник полиции не был избран." STRS_regierung_majorstays, "The old Mayor stays.", "Der alte Buergermeister wurde wiedergewaehlt.", "Старый Мэр остается." STRS_chief_chiefstays, "The Current chief of police stays", "Der momentane Polizei-Chief bleibt geweahlt", "Стары начальник полиции остается." // TAXES STRD_description_steuer_header, "Taxes, Welfare, Payments", "Steuern, Sozialhilfe, Zahlungen", "Налоги, социальное обеспечение, платежи" STRD_description_steuer_submit, "Confirm Changes", "Aenderungen Bestaetigen", "Подтвердите изменения" STRS_dialogandere_steuerdialog_itemsteuer, "Item tax: %1 Percent", "Item Steuer: %1 Prozent", "Налог на ресурсы : %1 Проценты" STRS_dialogandere_steuerdialog_fahrzeugsteuer, "Vehicle tax: %1 Percent", "Fahrzeug Steuer: %1 Prozent", "Транспортный налог: %1 Проценты" STRS_dialogandere_steuerdialog_magazinsteuer, "Weapon Magazine tax: %1 Percent", "Magazin Steuer: %1 Prozent", "Оружейные магазины налог: %1 Проценты" STRS_dialogandere_steuerdialog_waffesteuer, "Weapon tax: %1 Percent", "Waffen Steuer: %1 Prozent", "Налог на оружие: %1 Проценты" STRS_dialogandere_steuerdialog_banksteuer, "Bank Transfer tax: %1 Percent", "Bank Transfer Steuer: %1 Prozent", "Комиссия за банковские переводы: %1 Проценты" STRS_dialogandere_steuerdialog_fuelsteuer, "Fuel tax: %1 Percent", "Treibstoff Steuer: %1 Prozent", "Топливный налог: %1 Проценты" // IncomeTaxes STRS_dialogandere_steuerdialog_ictaxclass1, "Income-Tax(0-1000$): %1 Percent", "Einkommensteuer(0-1000$): %1Przt", "Подоходный налог (0-1000$): %1 проценты" STRS_dialogandere_steuerdialog_ictaxclass2, "Income-Tax(1001-4000$): %1 Percent", "Einkommensteuer(1001-4000$): %1Przt", "Подоходный налог (1001-4000$): %1 проценты" STRS_dialogandere_steuerdialog_ictaxclass3, "Income-Tax(4001-9999$): %1 Percent", "Einkommensteuer(4001-9999$): %1Przt", "Подоходный налог (4001-9999$): %1 проценты" STRS_dialogandere_steuerdialog_ictaxclass4, "Income-Tax(10000-20000$): %1 Percent", "Einkommensteuer(10000-20000$): %1Przt", "Подоходный налог (10000-20000$): %1 проценты" STRS_dialogandere_steuerdialog_ictaxclass5, "Income-Tax(>=20001$): %1 Percent", "Einkommensteuer(>=20001$): %1Przt", "Подоходный налог (>=20001$): %1 проценты" // Wealth-Taxes STRS_dialogandere_steuerdialog_wealthtaxlimit, "Wealth-tax BankLimit: %1$", "Vermoegenssteuer Bank-Limit: %1$", "Богатство налогообложения банка предел: %1$" STRS_dialogandere_steuerdialog_wealthtaxpercent, "Wealth-tax : %1 Percent", "Vermoegenssteuersatz : %1 Prozent", "Богатство налога: %1 процент" //Welfare,Sozialhilfe STRS_dialogandere_steuerdialog_welfareIncomelimit, "Welfare Incomelimit: %1$", "SozHilfe Einkommensgrenze: %1$", "Предел Дохода Благосостояния: %1$" STRS_dialogandere_steuerdialog_welfareBanklimit, "Welfare Account-Limit: %1$", "SozHilfe Kontogrenze: %1$", "Предел счета Благосостояния: %1$" STRS_dialogandere_steuerdialog_welfareAmount, "Welfare Amount: %1$", "Sozialhilfe-Satz: %1$", "Количество Благосостояния: %1$" // MAYOR, CHIEFPOLICE PAY, INTEREST RATES, POLICE PAY STRS_dialogandere_steuerdialog_MayorIncome, "Mayor Salary: %1$", "Buergermeister Gehalt: %1$", "Зарплата Мэра: %1$" STRS_dialogandere_steuerdialog_PolChiefIncome, "Police Chief Salary: %1$", "Police Chief Gehalt: %1$", "Зарплата Шерифа: %1$" STRS_dialogandere_steuerdialog_InterestRates, "Bank Interest: %1 Percent", "Bank Zinzsatz: %1 Prozent", "Банковский процент: %1 процентов" STRS_dialogandere_steuerdialog_PoliceIncome, "Police Basic-Salary: %1$", "Polizei Grundgehalt: %1$", "Полиции Базовый оклад: %1$" STRS_bank_dialoge_taxaccountgovtext, "Money on Government Account:", "Geld auf Regierungskonto:", "Деньги на счета правительства:" STRS_bank_dialoge_taxaccountgovValue, "%1 $", "%1 $", "%1 $" STRS_bank_wealthtax_message, "Your Bank Account currently has %1$ in it. You are over the set threshold of %2$ and after government settings, you count as being wealthy, therefor you have to pay %3$ (%4 percent) in wealth-taxes. The Tax will be transfered to the governments bank account at the next Paycheque.", "Du hast Momentan %1$ auf dem Konto. Du liegst damit ueber der Schwelle von %2$ und zaehlst fuer die Regierung als Wohlhabend, deshalb musst du %3$ (%4 Prozent) an Vermoegenssteuer zahlen. Das Geld wird an das Regierungskonto mit dem naechsten Paycheque Ueberwiesen.", "Ваш банковский счет в настоящее время имеет %1$ . Вы находитесь выше установленого порога %2$, Вы считаетесь богатый, для этого вам придется заплатить %3$ (%4 процента), налога с богатства. Налоги будут переведены в государственные банковские счета для следующей выплаты зарплаты." STRS_mayor_screams_out_changes, "The Government has changed Various Taxes, Social-Welfare, Payments, Interest-Rates and/or other Details!", "Die Regierung hat verschiedene Steuern, Sozialhilfesaetze, Loehne+Gehealter, Zins-raten und/oder andere Details geaendert!", "Правительство изменило различных налогов, социального обеспечения, выплаты, процентные ставки и/или других деталей!" STRS_mayor_tax_changes_inDetail, "The Government made these Numbers public:\n\nMayor Salary: %1$\nChief-Police Salary: %2$\nCop Default Salary: %3$\nWelfare: %4$\nWelfare-Income-limit:%5$\nWelfare-Bank-Limit:%6$\n\nWealth-Tax Bank-Limit: %7$\nWealth-Tax: %8 Percent\n\nVAT:\nItems: %9 Percent\nVehicles: %10 Percent\nWeapons: %11 Percent\nMagazines: %12 Percent\nBank-Trans.: %13 Percent\nFuel: %14 Percent", "Die Regierung gibt folgende Zahlen bekannt:\n\nBuergermeister Gehalt: %1$\nChief-Police Gehalt: %2$\nPolizei Grundgehalt: %3$\nSozialhilfesatz: %4$\nSozialhilfe Einkommensgrenze:%5$\nSozialhilfe Kontoschwelle:%6$\n\nVermoegenssteuer Kontoschwelle: %7$\nVermoegenssteuer: %8 Prozent\n\nMehrwertsteuern:\nItems: %9 Prozent\nFahrzeuge: %10 Prozent\nWaffen: %11 Prozent\nMagazine: %12 Prozent\nBank-Trans.: %13 Prozent\nTreibstoff: %14 Prozent", "Правительство сделало изменения:\n\nЗарплата Мэра: %1$\nЗарплата Шерифа: %2$\nНачальная заплата полицейского: %3$\nБлагосостояние: %4$\nОбеспечения доходов предел: %5$\nБанковский Благосостояния предел: %6$\n\nПредел банка Налога богатства: %7$\nНалог богатства: %8 Проценты\n\nНДС:\nТовары: %9 Проценты\nТранспортные средства: %10 Проценты\nОружие: %11 Проценты\nБоеприпасы: %12 Проценты\nБанковская сделка.: %13 Проценты\nТопливо: %14 Проценты" STRS_addaction_steuern, "Change taxes", "Steuern setzen", "Изменение налогов" STRS_addaction_resignMayor, "Resign as Mayor!", "Als Buergermeister Zuruecktreten!", "Отставка мэра" STRS_addaction_resignChief, "Resign as Chief!", "Als Chief Zuruecktreten!", "Отставка Шерифа" STRS_mayor_resigned, "%1 just resigned from his position as Mayor of Sahrani!", "%1 ist soeben von seiner Position als Buergermeister Sahranis zurueckgetreten!", "%1 только что подал в отставку с поста мэра Sahrani!" STRS_chief_resigned, "%1 just resigned from his position as Police Chief!", "%1 ist soeben von seiner Position als Polizei-Chief zurueckgetreten!", "%1 только что подал в отставку с поста начальника полиции!" STRS_mayor_died, "%1 died and is no longer the elected Mayor - please vote a new one!", "%1 ist verstorben und nicht mehr laenger der geweahlte Buergermeister - waehlt einen neuen!", "%1 умер Мэр, а новый не избранн - пожалуйста, голосуйте за нового!" STRS_chief_died, "%1 died and is no longer the elected Police-Chief - please vote a new one!", "%1 ist verstorben und nicht mehr laenger der geweahlte Polizei-Chief - waehlt einen neuen!", "%1 умер Шериф, а новый не избранн - пожалуйста, голосуйте за нового!" // ANIMATIONS // ################################################################################################flick STRS_anim_nur_ohne_waffe, "You cannot play this animation while being armed.", "Du kannst diese Animation nicht spielen, solange du bewaffnet bist.", "Анимация невозможна, так как вы вооружены." STRS_anim_nur_mit_waffe, "You cannot play this animation without a weapon.", "Du kannst diese Animation nicht ohne eine Waffe spielen.", "Анимация невозможна, так как у вас нет оружия." STRS_anim_noselect, "Please select an animation.", "Waehle zuerst eine animation aus.", "Выберите анимацию." STRS_anim_nohandsup, "You cannot put your hands up now.", "Du kannst deine haende gerade nicht hochnehmen.", "Вы не можете поднять руки вверх." STRS_anim_var_handsup, "Hands up", "Haende hoch", "РУКИ ВВЕРХ" STRS_anim_var_holsterpistol, "Holster Pistol", "Pistole wegstecken", "ПИСТОЛЕТ В КОБУРУ" STRS_anim_var_holsterrifle, "Holster Rifle", "Gewehr wegstecken", "ЗАЧЕХЛИТЬ ОРУЖИЕ" STRS_anim_var_normal, "Normal", "Normal", "ОБЫЧНЫЙ" STRS_anim_var_die, "Die, fall forward", "Sterbend vorwaerts fallen", "Типа упал и умер" STRS_anim_var_headache, "Head ache", "Kopfschmerzen", "Быстро присесть" STRS_anim_var_checkweapon, "Check watch with weapon in other hand", "Auf Uhr gucken mit Uhr in der anderen Hand", "Осмотреть оружие" STRS_anim_var_martialarts, "Martial arts", "Martial arts", "Выпендриться" STRS_anim_var_pushups, "Do Pushups", "Liegestuetzen machen", "Упал, отжался" STRS_anim_var_situps, "Do knee bends", "Kniebeugen machen", "Приседания" STRS_anim_var_conversation, "Have a conversion", "Ein Gespraech haben", "Разговаривать" STRS_anim_var_getup, "Get up from sitting", "Vom sitzen aufstehen", "Встать на ноги" STRS_anim_var_sitsmoke, "Sit and smoke", "Sitzen und Rauchen", "Сижу. Курю." STRS_anim_var_sitcheck, "Sit and check weapon", "Sitzen und Waffe ueberpruefen", "Осматривать оружие сидя" STRS_anim_var_atease, "At ease", "Ruehren", "Вольно" STRS_anim_var_interview, "Interview, give orders, move and prepare to defend", "Bewegend befehle geben und zur Verteidigung vorbereiten", "Угрожать!" STRS_anim_var_kneel_1, "Kneel 1", "Knien 1", "Анимация 1" STRS_anim_var_kneel_2, "Kneel 2", "Knien 2", "Анимация 2" STRS_anim_var_kneel_3, "Kneel 3", "Knien 3", "Анимация 3" STRS_anim_var_kneel_4, "Kneel 4", "Knien 4", "Анимация 4" STRS_anim_var_kneel_5, "Kneel 5", "Knien 5", "Анимация 5" STRS_anim_var_kneel_6, "Kneel 6", "Knien 6", "Анимация 6" STRS_anim_var_kneel_7, "Kneel 7", "Knien 7", "Анимация 7" STRS_anim_var_step_1, "Step right", "Nach rechts ausweichen", "Шаг право" STRS_anim_var_step_2, "Step back", "Zurьckweichen", "Шаг назад" STRS_anim_var_step_3, "Step left", "Nach links ausweichen", "Шаг влево" STRS_anim_var_step_4, "Step back", "Zurьckweichen", "Шаг назад" STRS_anim_var_step_5, "Step left", "Nach links ausweichen", "Шаг влево" STRS_anim_var_dead_1, "Play dead", "Totstellen", "Упал умер" STRS_anim_var_sit_1, "Sit down", "Sitzen", "Сесть" STRS_anim_var_talk_1, "Talk", "Unterhalten", "Говорить" STRS_anim_var_medic_1, "Medic 1", "Medic 1", "Медик 1" STRS_anim_var_medic_2, "Medic 2", "Medic 2", "Медик 2" STRS_anim_var_vehicle_1, "Push vehicle", "Fahrzeug schieben", "Толкнуть автомобиль" STRS_anim_var_vehicle_2, "Clean vehicle", "Fahrzeug saeubern", "Чистить автомобиль" STRS_anim_var_vehicle_3, "Check wheel", "Rad checken", "Проверить колеса" STRS_anim_var_bend_2, "Knee bend", "Knee bend", "Приседания" STRS_anim_var_sprint_1, "Sprint 1", "Sprinten 1", "Спринт 1" STRS_anim_var_sprint_2, "Sprint 2", "Sprinten 2", "Спринт 2" STRD_anim_description_header, "Animations", "Animationen", "Анимации" STRD_anim_description_submit, "Perform animation", "Animation ausfuehren", "Выполнить анимацию" // WETTERBERICHT // ################################################################################################schnick STRS_forecast_loading, "Sorry, the forecast is loading.", "Der Wetterbericht laed noch.", "Синоптики бухают, епт :))" STRS_wetterfogmsg1, "no", "kein", "нет" STRS_wetterfogmsg2, "a little", "ein wenig", "немного" STRS_wetterfogmsg3, "much", "viel", "сильный" STRS_wetterrainmsg1, "no", "kein", "нет" STRS_wetterrainmsg2, "a little", "ein wenig", "немного" STRS_wetterrainmsg3, "heavy", "viel", "сильный" STRS_wetterovercastmsg1, "clear", "klar", "ясно" STRS_wetterovercastmsg2, "a little cloudy", "leicht bewoelkt", "легкая облачность" STRS_wetterovercastmsg3, "dark and cloudy", "stark bewoelkt", "облачно и дождливо" STRS_forecast, "The sky will be %3 and there will be %1 fog. Expect %2 rain. \n\n Wind:\n%4\n%5", "Der Wetterbericht sagt %2 Regen vorraus. Es wird %1 Nebel geben und der Himmel wird %3 sein. \n\n Wind:\n%4\n%5", "Облачность: %3. Туман: %1. Вероятность дождя: %2. \n\n Ветер:\n%4\n%5" STRS_wetter_wind_xrichtung_ost, "%1 m/s from East", "%1 m/s aus Osten", "%1 м/с с запада" STRS_wetter_wind_xrichtung_west, "%1 m/s from West", "%1 m/s aus Westen", "%1 м/с с востока" STRS_wetter_wind_xrichtung_still, "%1 m/s", "%1 m/s", "%1 м/с" STRS_wetter_wind_xrichtung_sued, "%1 m/s from South", "%1 m/s aus Sueden", "%1 м/с с юга" STRS_wetter_wind_xrichtung_nord, "%1 m/s from North", "%1 m/s aus Norden", "%1 м/с с севера" // ALLGEMEINE STRINGS // ############################################################################001 STRS_player_not_ingame, "Error: Player not in-game.", "Fehler: Person ist nicht im Spiel.", "Ошибка: Игрок отсутствует." STRS_maxmoney, "You can't have more than $1000000 in your inventory or in the bank. Money has been removed.", "Du kannst soviel money nicht in dem Inventar oder auf der Bank haben. money wurde entfernt.", "К сожалению, у вас не может быть больше $1000000. Излишек денег будет удален." STRS_not_copaction, "You are not a cop and cannot use this action.", "Du bist kein Cop und kannst diese Aktion nicht benutzen.", "Вы не являетесь полицейским!" STRS_kein_money, "Not enough money.", "Nicht genug money.", "Не хватает денег." STRS_check_inventarmoney, "You have $%1.", "Du hast $%1.", "у вас $%1." STRS_not_ingame, "Selected Player is not in-game.", "Spieler ist nicht im Spiel.", "Выбранный игрок отсутствует." STRS_wrong_input, "Wrong Input. You are not allowed to use that character (%1).", "Falsche Eingabe. Du darfst dieses Zeichen nicht verwenden (%1).", "Неверный вод. Вы не можете использовать этот символ (%1)" STRS_text_zu_lang, "The entered text is too long.", "Der eingegebene Text ist zu lang.", "Введенный текст слишком длинный." STRS_no_selection, "Nothing selected.", "Nichts ausgewaehlt.", "Ничего не выбранно." STRS_empty_string, "", "", "" STRS_ja,"Yes","Ja", "Да" STRS_nein,"No","Nein", "Нет" STRS_keine, "None","Keine", "Никто" STRS_keins, "Nothing","Keins", "Ничего" STRS_were, "were", "warst", "Были" STRS_nowere, "were not", "warst nicht", "Не были" STRS_no_valid_number, "The value is not a valid number.", "Der Wert ist keine Zahl.", "Значение с не допустимым числом" STRD_grafikeinstellungen_header, "Settings", "Einstellungen", "Установки" STRD_grafikeinstellungen_header_terrain, "Terrain Detail", "Terrain Detail", "Детадизация" STRD_grafikeinstellungen_header_viewdistance, "View distance", "Sichtweite", "Дист.Обзора" STRD_grafikeinstellungen_close, "Close", "Schliessen", "Закрыть" // INVENTAR // ################################################################################################dams STRS_inv_kein_money, "Not enough money.", "Nicht genug money.", "Недостаточно денег." STRS_inv_no_valid_number, "The value is not a valid number.", "Der Wert ist keine Zahl.", "Значение с не допустимым числом" STRS_inv_fac_buy, "Buy this factory ($%1)", "Diese Fabrik kaufen ($%1)", "Купить предприятие ($%1)" STRS_inv_fac_mani, "Manufacture an item", "Stelle ein Ojekt her", "Производство предмета" STRS_inv_fac_storage, "Storage", "Lager", "Хранилище" STRS_inv_fac_success, "Item manufactured!", "Item hergestellt!", "Предмет произведен!" STRS_inv_no_selection, "You did not select an item.", "Du hast kein Item ausgewaehlt.", "Вы не выбрали предмет для производства." STRS_inv_fac_cannot_mani_item, "You cannot manufacture this item.", "Du kannst dieses Item nicht herstellen.", "Вы не пожете произвести это." STRS_inv_fac_not_enough, "You do not have enough items in the storage of this factory.", "Du hast nicht genug Items in dem Lager dieser Fabrik.", "У вас недостаточно ресурсов для промзводства." STRS_inv_facdialog_menge, "%1 (%2x - %3 available)", "%1 (%2x - %3 verfuegbar)", "%1 (%2x - %3 Доступно)" STRS_inv_description_factory_manifacture, "Manufacture (%1x)", "Herstellen (%1x)", "Производство (%1x)" STRS_inv_fac_dia_herstellen, "M A N U F A C T U R E - I T E M S", "I T E M S - H E R S T E L L E N", "П Р О И З В О Д С Т В О - П Р Е Д М Е Т О В" STRS_inv_fac_dia_lager, "NEEDED RESOURCES - STORAGE", "BENOETIGTE RESSOURCEN - LAGER", "НЕОБХОДИМЫЕ РЕСУРСЫ - ХРАНИЛИЩЕ" STRS_inv_actions_itemgather, "Gather Item", "Item sammeln", "Сбор ресурсов" STRS_inv_actions_buy, "Buy %1 ($%2)", "%1 ($%2) kaufen", "%1 ($%2) Купить" STRS_inv_actions_remove, "Remove %1", "%1 ablegen", "Удалисть %1" STRS_inv_buylicense_alreadytrue, "You already have that License.", "Du hast diese Lizenz bereits.", "У вас уже есть эта Лицензия." STRS_inv_buylicense_nomoney, "You do not have enough money for that license.", "Du hast nicht genug money fuer diese Lizenz.", "У вас нехватает денег" STRS_inv_buylicense_gottraining, "You bought a %2 for $%1.", "Du hast eine %2 fuer $%1 gekauft.", "Вы купили %2 за $%1." STRS_inv_buylicense_alreadyfalse, "You do not have that License/Training.", "Du hast diese(s) Lizenz/Training nicht.", "У вас отсутствует необходимая лицензия/Тренировка." STRS_inv_buylicense_losttraining, "You lost your %1.", Du hast dein(e) %1 verloren.", "Вы потеряли %1." STRS_inv_buyitems_get_zuschwer, "Your weight reached the maximum capacity. You are not able to carry more objects.", "Dein Gewicht hat das Maximum erreicht. Du kannst nicht mehr Objekte aufnehmen.", "Вы неможете нести больше." STRS_inv_buyitems_get_erhalten, "You got %1 %2.", "Du hast %1 %2 bekommen.", "Вы получили %1 %2." STRS_inv_buyitems_notallowed, "You are not allowed to buy this item.", "Du darfst dieses Item nicht kaufen.", "Вы не можете получить это." STRS_inv_cannotUseNow, "You cannot use the inventory now.", "Du kannst das Inventar gerade nicht benutzen.", "Вы не можете использовать инвентарь сейчас." STRS_inv_inventar_weggeworfen, "You dropped the item.", "Du hast das Item abgelegt.", "Вы выбросили предмет" STRS_inv_inventar_drop_zuwenig, "You don't have that many objects to drop.", "Du hast nicht soviele Gegenstaende, die du ablegen kannst.", "Вы не можете выбросить несколько предметов" STRS_inv_inventar_ablege_verbot, "You are not allowed to drop this object.", "Du darfst diesen gegenstand nicht einfach ablegen.", "Вы не можете выбросить это." STRS_inv_inventar_cannotuse, "You cannot use this item.", "Du kannst dieses Item nicht benutzen.", "Вы не можете использовать это" STRS_inv_inventar_gotfromotherplayer, "You got %1 %2 from %3.", "Du bekamst %1 Einheiten %2 von %3.", "Вы получили %1 %2 от %3." STRS_inv_inventar_cannotdrop, "You can not drop an object right now.", "Du kannst jetzt kein Item ablegen.", "Вы не можете выбросить предмет прямо сейчас." STRS_inv_inventardialog_empty, "Your inventory is empty.", "Dein Inventar ist leer", "Ваш инвентарь пуст." STRS_inv_inventardialog_amount, "Amount: %1", Menge: %1", "Количество: %1" STRS_inv_storage_weightmax, "You cannot drop this it will pass the maximum weight for this vehicle", "You cannot drop this it will pass the maximum weight for this vehicle", "Вы неможете это положить, потому что достигнут максимальный вес для данного транспортного средства" STRS_inv_storage_took, "You took %1 of the Item.", "Du hast %1 Einheiten dieses Items genommen.", "Вы собрали %1." STRS_inv_storage_toomuch, "There are not that many items in the storage.", "Es gibt nicht genug Items in diesem Lager.", "Недостаточно ресурсов" STRS_inv_storage_dropnotallowed, "Not allowed to drop that item in a factory.", "Es ist nicht erlaubt, dieses Item in einem Lager zu plazieren.", "Не возможно положить этот предмет на фабрику." STRS_inv_storage_dropunablesomuch, "You are not able to drop that much.", "Es ist nicht erlaubt, so viel abzulegen.", "Вы не можете положить столько" STRS_inv_storage_dropped, "You dropped %1 of the item.", "Du hast %1 Einheiten des Items abgelegt.", "Вы выбросили %1." STRS_inv_storage_cannotdropsomuch, "You cannot drop that much here.", "Du kannst hier nicht so viel ablegen.", "Вы не можете выбросить так много здесь." STRS_inv_storage_deleted, "%1 units of the item deleted.", "%1 Einheiten des Item gelцscht.", "%1 штук удалено." STRS_inv_storage_spam, "You are still taking/droping items... wait a few seconds.", "Du bist gerade noch am packen... warte ein paar Sekunden.", "Идет процесс взять/выбросить предмет, пожалуйста подождите несколько секунд." STRS_inv_alreadygotshop, "You already own this building.", "Dir gehoert dieses Geschaeft bereits.", "У вас уже есть это." STRS_inv_gotshop, "%1, you bought this building for $%2.", "%1, Du hast dieses Geschaeft fuer $%2 gekauft.", "%1, Вы купили это здание за $%2." STRS_inv_fabrik_dialogheader1, "Take Items", "Items aufnehmen", "Взять предмет" STRS_inv_fabrik_dialogheader2, "Store Items", "Items Ablegen", "Предметы на складе" STRS_inv_storagedialog_take, "Take %1 Item(s) (%2kg)", "Nimm %1 Item(s) (%2kg)", "Взять %1 Предмет(ы) (%2кг)" STRS_inv_storagedialog_drop, "Drop %1 Item(s) (%2kg)", "Lege %1 Item(s) (%2kg) ab", "Положить %1 Предмет(ы) (%2кг)" STRS_inv_shopdialog_money, "Money: $%1", "money: $%1", "Деньги: $%1" STRS_inv_shopdialog_itemshop, "Your current Money: $%1", "Dein aktuelles money: $%1", "Ваши Деньги: $%1" STRS_inv_buyitems_maxgewicht, "Max weight of 60KG reached. You can not carry any more items.", "Maximalgewicht von 60KG ueberschritten, du kannst nicht mehr Items tragen", "Максимальный вес. Вы не можете нести больше." STRS_inv_buyitems_keinmoney, "You do not have enough money.", "Du hast nicht genug money.", "У вас нехватает денег." STRS_inv_buyitems_gekauft, "You bought %1 %2 for $%3", "Du hast dir %1 %2 fuer $%3 gekauft.", "Вы купили %1 %2 за $%3." STRS_inv_buyvehicles_store_in_use, "This store is busy at the moment. Please try again later.", "Dieser Laden ist derzeit beschaeftigt, bitte versuche es spaeter erneut.", "Этот склад занят в настоящее время. Пожалуйста попробуйте еще раз позже." STRS_inv_buyvehicles_buy_car, "You bought a %1 for $%2. Please wait five seconds until the vehicle spawns.", "Du hast dir ein %1 fuer $%2 gekauft. Bitte warte 5 Sekunden, bis das Vehikel spawnt.", "Вы купили %1 за $%2. Пожалуйста ждите пять секунд." STRS_inv_buyvehicles_destroyed, "The vehicles is destroyed.", "Das Fahrzeug ist zerstцrt.", "Транспортное средство было уничтожено." STRS_inv_buyvehicles_noowner, "You are not the owner of this vehicle.", "dir gehoert dieses Fahrzeug nicht.", "Вы не владелец этого транспортного средства." STRS_inv_buyitems_sell_notenough, "You do not have enough items to sell.", "Du hast nicht genug items zum Verkaufen.", "У вас нет этого для продажи" STRS_inv_buyitems_verkauft, "You sold %1 %2 for $%3.", "Du hast %1 %2 fuer $%3 verkauft.", "Вы продали %1 %2 за $%3." STRS_inv_buyitems_sell_toofar, "The vehicle is too far away.", "Das Fahrzeug ist zu weit entfernt.", "Транспортное средство - слишком далеко." STRS_inv_buyitems_nolicense, "You do not have the license/training for that object.", "Du hast nicht die Lizenz/Training fuer dieses Objekt.", "Отсутствует необходимая лицензия/тренировка." STRS_inv_shop_sold, "You sold %1 %2 for $%3.", "Du hast %1 Einheiten %2 fuer $%3 verkauft.", "Вы продали %1 %2 за $%3." STRS_inv_shop_vehiclesold, "You sold the vehicle for $%1.", "Du hast das Vehikel fuer $%1 verkaufen.", "Вы продали транспортное средство за $%1." STRD_inv_description_inventar_header, "Inventory", "Inventar", "Инвентарь" STRD_inv_description_factory_manifacture_header, "Factory", "Fabrik", "Фабрика" STRD_inv_description_close, "Close", "Schliessen", "Закрыть" STRD_inv_description_itemmenu_title, "Buy Items", "Items kaufen", "Купить предмет" STRD_inv_description_itemmenu_title2, "Sell Items", "Items verkaufen", "Продать предмет" STRD_inv_description_inventar_use, "Use", "Benutzen", "Использовать" STRD_inv_description_buyitem_close, "Close", "Schliessen", "Закрыть" STRD_inv_description_inventar_drop, "Drop", "Ablegen", "Выбросить" STRD_inv_description_inventar_schluessel_uebergabe, "Give to player", "An Spieler uebergeben", "Передать Игроку" STRD_inv_description_inventar_item, "Item:", "Item:", "Предмет:" STRD_inv_description_inventar_amount, "Amount:", "Menge:", "Количество:" STRD_inv_description_inventar_addinfo, "Additional Information:", "Zusaetzliche Informationen:", "Дополнительная информация:" STRD_inv_description_inventar_gewicht, "Item Weight single/overall:", "Itemgewicht einzeln/gesamt:", "Предмет Вес одного/общая:" STRS_inv_not_ingame, "Selected Player is not in-game.", "Spieler ist nicht im Spiel.", "Выбранный Игрок не в игре." STRS_inv_inventar_uebergabe_self, "You can't give anything to yourself.", "Du kannst dir nichts selbst uebergeben.", "Вы не можете передать сами себе" STRS_inv_inventar_uebergabe_distance, "You have to be within at least 20 meters of the selected player.", "Du musst mindestens 20 Meter nah an dem entsprechendem Spieler sein.", "Вы должны быть не дальше 20 метров от выбранного игрока." STRS_inv_inventar_uebergabe_verbot, "You must not give this Item to other players.", "Dieses Item darf nicht uebergeben werden.", "Вы не можете дать этот предмет другим игрокам." STRS_inv_inventar_uebergabe_zuwenig, "You don't have enough to give away that many of the item.", "Du hast nicht genug Items, um so viele uebergeben zu koennen", "Вы не можете передать столько" STRS_inv_inventar_uebergabe_success_self, "You gave %1 %2 units of %3.", "Du hast %1 %2 Einheiten %3 gegeben.", "Вы дали %1 %2 единицы %3." STRS_inv_inventar_uebergabe_schluessel_success, "You got a key from another player. The Key is now on your Keychain.", "Du hast ein Auto von einem anderen Spieler erhalten. der Schluessel befindet sich nun an deinem Schluesselbund." , "Вы получили ключ от другого игрока. Ключ находится теперь в вашем инвентаре." STRS_inv_inventar_uebergabe_schluessel_success_self, "You gave the Key for the Vehicle to the selected player (It has been removed from your keychain).", "Du hast den Schluessel fuer das Fahrzeug abgegeben (Er wurde von deinem Schluesselbund entfernt).", "Вы дали Ключ для Транспортного средства выбранному игроку (Ключ был удален из вашего инвентатя)." STRD_inv_description_inventar_header_police, "Police Inventory", "Polizisten Inventar", "Полицейский Инвентарь" STRD_inv_description_inventar_polheader_police, "Police Actions", "Polizei Aktionen", "Действия полиции" STRD_inv_description_inventar_police_roadblock, "Place Roadblock", "Strassensperre Errichten", "Дорожный Блок" STRD_inv_description_inventar_police_impoundw, "Impound Vehicle", "Fahrzeug Konfiszieren", "Конфискация Транспорта" STRD_inv_description_inventar_police_impoundv, "Impound Weapon(s)", "Waffe(n) Konfiszieren", "Конфискация Оружие" // ITEMS // ############################################################################101 // money STRS_item_money, "Money", "money", "Деньги" STRS_item_money_info, "Buy licenses, vehicles, weapons, drugs and other items! Note that you can not carry more than $999,999.","Kauf Lizenzen, Fahrzeuge, Waffen, Drogen und andere Gegenstaende. Bitte beachte, das du als maximum $999.999 tragen kannst.", "Покупайте лицензии, транспортные средства, оружие, наркотики и другие предметы! Внимание, что Вы не можете нести больше чем $999,999." STRS_inventar_money, "You cannot use money. If you buy something, it will be removed automatically", "Du kannst money nicht benutzen. Wenn du etwas kaufst, wird es automatisch entfernt", "Вы не можете использовать деньги. Если Вы купите что-нибудь, то деньги будут использованны автоматически" // DEFUSER STRS_inv_item_defuser, "Defuser", "Bombenentschaerfer", "Миноискатель" STRS_inv_item_defuser_info, "With this device you can defuse Satchel Charges and Mines.", "Mit diesem Geraet kannst du gelegte Verzoegerungsbomben und Minen entschaerfen.", "С помощью этого устройства можно разрядить бомбы и мины." STRS_inv_items_defuser_success, "Bomb defused.", "Bombe entschaerft.", "Бомба разменирована" STRS_inv_items_defuser_failed, "You made a mistake while defusing the bomb and it exploded!", "Du hast einen Fehler bei der entschaerfung gemacht, die Bombe ist explodiert!", "Вы совершили ошибку при разменирование бомбы, и она взорвалась!" STRS_inv_items_defuser_nobomb, "No Bomb to defuse.", "Keine Bombe zum entschaerfen.", "Нет Бомб для разминирования" // REPAIR UND REFUEL STRS_inv_item_repairkit, "Repair Kit", "Reparaturkit", "Ремкомплект" STRS_inv_item_repairkit_info, "Use it within a vehicle to repair the vehicle. You have to be the driver","Benutz es in einem fahrzeug, um das Fahrzeug zu reparieren. Du musst dazu der fahrer sein.", "Ипользуйте его для ремонта транспорта.Вы должны быть водителем" STRS_inv_item_kanister, "Fuel-Can", "Benzin-Kanister", "Канистра" STRS_inv_item_kanister_info, "A can. Use it in a car to refuel it a bit.","Ein Benzinkanister. Benutze diesen in einem fahrzeug, um das Fahrzeug etwas aufzutanken.", "Ипользуйте его для заправки транспорта.Вы должны быть водителем" STRS_inv_item_avgascan, "AVGas-Can", "AVGas-Kanister", "Битон Авиабензина" STRS_inv_item_avgascan_info, "A AVGAS can. Use it in a Air Vehicle to refuel it a bit.","Ein AVGas-Kanister. Benutze diesen in einem Luft-Fahrzeug um es etwas aufzutanken.", "Ипользуйте его для заправки авиатранспорта.Вы должны быть пилотом" STRS_inv_items_repair_refuel_wrongkit, "That item is not made for using it on such a large vehicle.", "Dieses Item kann auf solch ein groЯes Fahrzeug nicht angewendet werden.", "Это нельзя использовать в этом классе транспортных средств" STRS_inv_items_repair_refuel_notincar, "You are not in a vehicle", "Du bist nicht in einem Fahrzeug", "Вы не в транспортном средстве" STRS_inv_items_repair_refuel_notdriver, "You are not the driver", "Du bist nicht der Fahrer", "Вы не водитель" STRS_inv_items_repair_notneeded, "Your vehicle is not damaged", "Dein Vehikel ist nicht beschaedigt", "Ваш автомобиль не поврежден" STRS_inv_items_repair_repaired, "You repaired that vehicle", "Du hast das Vehikel repariert", "Транспортное средство отремонтировано" STRS_inv_items_refuel_notneeded, "Your vehicle's fuel is already full", "Dein Fahrzeug ist bereits voll", "Ваш автомобиль заправлен" STRS_inv_items_refuel_refueled, "You refueled approx 5Ltr. in your vehicle.", "Du hast den 5Ltr Kanister in dein Vehikel getankt.", "Вы заправили приблизительно 5Ltr. в вашем транспортном средстве" STRS_inventar_repair_repaired, "You repaired this vehicle.", "Du hast dieses Fahrzeug repariert.", "Транспортное средство отремонтировано" STRS_inv_items_repair_wrongvcl, "You cannot repair this vehicle (with that item).", "Du kannst dieses Fahrzeug (mit diesem Item) nicht reparieren.", "Вы не можете ремонтировать это транспортное средство." STRS_inv_items_repair_inprogress, "You are repairing your vehicle, this will take about 40 seconds. Stay in the Vehicle and don't move.", "Das Fahrzeug wird repariert, das dauert ca. 40 Sekunden. Bleibe im Fahrzeug und bewege es nicht.", "Вы ремонте вашего автомобиля, это займет около 40 секунд. Оставайтесь в автомобиле и не двигаться." STRS_inv_items_refuel_inprogress, "You are refuelling your vehicle with aprox. 5L, this will take about 20 seconds.", "Das Fahrzeug wird mit ca. 5L nachgetankt, das dauert ca. 20 Sekunden.", "Вы заправляете ваше транспортное средство 5Л, это займет 20 секунд." STRS_inv_items_repair_already, "You are already repairing this vehicle, please wait until it is done.", "Das Fahrzeug wird bereits repariert, bitte warten bis es fertig ist.", "Вы уже ремонтируете этот автомобиль, пожалуйста, подождите, пока это делается" STRS_inv_items_refuel_already, "You are already refuelling this vehicle, please wait until it is done.", "Das Fahrzeug wird bereits betankt, bitte warten bis es fertig ist.", "Вы уже заправляете этот автомобиль, пожалуйста, подождите, пока это делается" STRS_inv_items_refuel_airvehicle, "You can't use that fuel in an Air vehicle - you need AVGAS for that!", "Du kannst diesen Treibstoff nicht in Luftfahrzeugen verwenden - Du brauchst AVGAS!", "Вы не можете использовать это топливо в воздушных транспортных средств - Вам нужно авиобензин!" STRS_inv_items_refuel_Noairvehicle, "You can't use that kind of fuel in a NON Air vehicle!", "Du kannst diesen Treibstoff NUR in Luftfahrzeugen verwenden - Nicht in anderen!", "Вы не можете использовать этот вид топлива в НЕ Воздушный траспортах" STRS_inv_items_refuel_AVGASinprogress, "You are refuelling your Air-vehicle with some Gallons of AVGas. This will take about 1-2 Minutes.", "Das Luft-Fahrzeug wird mit ein paar Galonen AVGas betankt, das dauert ca. 1-2 Minuten.", "Вы заправляете свой Авиатранспорт некоторыми Галлонами АВИАБЕНЗИНА. Это займет приблизительно 1-2 Минуты" STRS_inv_items_refuel_AVGASrefueled, "You refueled a few Gallons of AVGAS in your air-vehicle.", "Du hast ein paar Galonen AVGAS in dein Luft-Fahrzeug getankt.", "Вы заправили несколько галлонов Авиобензина в авиотранспорт" STRS_inv_items_refuel_AIRengineoff, "You have to turn off the engine first for safety, before attempting to refuel AVGAS", "Du musst zuerst den Motor aus Sicherheitsgruenden stoppen, bevor du versuchst AVGAS nachzutanken", "Вам придется выключить двигатель сначала для безопасности, перед попыткой заправить АВИОБЕНЗИНОМ" STRS_inv_items_ignite_ignite, "The fuel is on fire!! GET OUT QUICKLY BEFORE IT EXPLODES!", "Das Benzin des Fahrzeugs ist entzuendet!! VERSCHWINDE SO SCHNELL DU KANNST BEVOR ES EXPLODIERT!", "Загорелось Топливо!! ВЫЙДИТЕ БЫСТРО ПРЕЖДЕ, ЧЕМ ВЗОРВЕТЕСЬ!" //-----------IMPOUND-------------- STRS_item_impound, "Impound Vehicle Ticket", "Fahrzeug Beschlagnahmen Ticket", "Impound Vehicle Ticket" STRS_item_impound_info, "With this ticket you can impound a vehicle near you. It will be moved to the impound-lot inside the Police base", "Mit diesem Ticket kannst du ein Fahrzeug in deiner Naehe beschlagnahmen. Es landet dann in der Polizeibasis auf dem Beschlagnahme Gelaende.", "С этим билетом Вы можете конфисковать транспортное средство около Вас. Оно будет перемещено на Штраф-стоянку в Полицейской базе" STRS_inventar_impound_zuweit, "There is no vehicle here", "Es ist kein Fahrzeug in der nдhe", "Здесь нет никакого транспортного средства" STRS_inventar_impound_gesehen, "%1 has impounded vehicle (NAME: %2)!", "%1 Hat Fahrzeug beschlagnahmt (NAME: %2)!", "%1 конфисковал транспортное средство (ИМЯ: %2)!" STRS_inventar_impound_already, "You cant impound your own vehicle!!.", "Du kannst dein eigenes Fahrzeug nicht beschlagnahmen!!.", "Вы собираетесь конфисковывают ваше собственное транспортное средство!!." STRS_inventar_impound_success, "You have impounded this vehicle!", "Du hast dieses Fahrzeug beschlagnahmt!", "Вы конфисковали это транспортное средство!" STRS_inventar_impound_noluck, "You have failed to impound this vehicle!", "Du bist beim Versuch das Fahrzeug zu beschlagnahmen, fehlgeschlagen!", "Вы несмогли конфисковать это транспортное средство!" // MEDIKIT STRS_inv_item_medikit, "Medikit", "Medikit", "Аптечка" STRS_inv_item_medikit_info, "The medic kit restores the Health back to 100%. Just use it.","Das Medikit stellt deine Gesundheit bis 100% wieder her. Benutz es einfach.", "Медицинской комплект восстанавливает здоровье на 100%. Просто используйте его." STRS_inv_items_medikit_nichtverletzt, "You are not injured.", "Du bist nicht verletzt.", "Вы не ранены." STRS_inv_items_medikit_benutzung, "Wait five seconds until you are healed.", "Warte fuenf Sekunden bis du wieder geheilt bist.", "Подождите пять секунд до тех пор, пока вы исцелитесь." STRS_inv_items_medikit_fertig, "Your are healed again.", "Du bist wieder geheilt.", "Вы снова здоровы." // SCHLUESSEL STRS_inv_item_schluesselbund, "Keychain", "Schluesselbund", "Ключи" STRS_inv_item_schluesselb_info, "On this keychain there are keys for all the vehicles you own. Using this object will open a dialog where you can choose the vehicle you want to lock/unlock.","Am Schluesselbund befinden sich die Schluessel aller Fahrzeuge in deinem Besitz. Wenn du auf benutzen klickst, oeffnet sich eine Liste, in der du alle Schluessel aufgelistet hast. Waehle einen Schluessel aus, und klick auf >benutzen<, um ein Fahrzeug auf/abzuschliessen.", "На этой связке - ключи для всех транспортных средств, которые у вас есть." STRS_inv_items_vehiclelock_closer, "You have to be closer to your car!", "Du musst naeher an dem Fahrzeug sein, um es oeffnen zu koennen!", "Вы должны быть ближе к вашему автомобилю!" STRS_inv_items_vehiclelock_locked, "Vehicle locked.", "Fahrzeug abgeschlossen.", "Транспорт закрыт." STRS_inv_items_vehiclelock_unlocked, "Vehicle unlocked.", "Fahrzeug aufgeschlossen.", "Транспорт открыт." STRS_inv_items_uebergabe_schluessel_success_self, "You gave the Key for the Vehicle to the selected player (It has been removed from your keychain).", "Du hast den Schluessel fuer das Fahrzeug abgegeben (Er wurde von deinem Schluesselbund entfernt).", "Вы передали ключ выбранному игроку(он удален из вашего инвентаря)" STRS_inv_items_uebergabe_schluessel_success, "You got key from another player. The Key is now on your Keychain.", "Du hast ein Auto von einem anderen Spieler erhalten. der Schluessel befindet sich nun an deinem Schluesselbund." , "Вы получили ключ теперь он в вашем инвентаре." STRS_inv_items_weggeworfen, "You dropped the item.", "Du hast das Item abgelegt.", "Вы выбросили предмет." // NITRO STRS_inv_item_nitro, "Nitro", "Nitro", "Нитро" STRS_inv_item_nitro_info, "Speed-tuning for vehicles. Use this upgrage within a vehicle to activate the speedupgrage.","Geschwindigkeitstuning fuer Fahrzeuge. Benutze dieses Upgrade in einem Fahrzeug, um die Nitroeinspritzung des Fahrzeuges zu aktivieren.", "Тюнинг для автомобилей. С помощью этого обновления можно развивать на автомобиле огромную скорость." STRS_inv_items_speed_no, "You can't tune this car!", "Du kannst dieses Auto nicht aufruesten!", "Вы не можете тюнинговать эту машину!" STRS_inv_items_speed_car, "You are not inside a vehicle.", "Du bist nicht in einem Fahrzeug.", "Вы не внутри транспортного средства." STRS_inv_items_speed_tuned, "You tuned this car! Use the action 'Use Nitro' in the car to speed up.", "Du hast das Fahrzeug getuned. Verwende die Aktion 'Nitro Aktivieren' im Wagen, um ihn zu beschleunigen.", "Вы тюнинговали этот автомобиль! Нажмите "Использовать Нитро" в автомобиле для ускорения." STRS_inv_items_speed_nodriver, "You are not the driver of the vehicle.", "Du bist nicht der Fahrer des Fahrzeuges.", "Вы не водитель транспортного средства." STRS_inv_items_speed_notmoving, "The vehicle is not moving.", "Das Fahrzeug bewegt sich nicht.", "Автомобиль не двигается." STRS_inv_items_speed_nocar, "You are not in a vehicle!", "Du bist nicht in einem Fahrzeug!", "Вы не находитесь в транспортном средстве!" STRS_inv_items_speed_nitroenabled, "Nitro enabled, it just drained 10% of your fuel.", "Nitro aktiviert, du hast verlierst 10% Treibstoff.", "Использование Нитро, сжигает 10% топлива" STRS_inv_items_speed_action, "Use Nitro", "Nitro aktivieren", "Нитро" // WAFFENTASCHE STRS_inv_item_waffentascbe, "Weapon Bag", "Waffentasche", "Удалить оружие" STRS_inv_item_waffentascbe_info, "With this Item you can remove a weapon lying on the ground. After usage, the item will be removed.", "Mit diesem Gegenstand kannst du eine herumliegende Waffe entfernen. Danach wird es entfernt.", "С помощю этого предмета можно удалить оружие, лежащее на земле. После использования, предмет будет удален." STRS_inv_items_weapondeleted, "%1 weapons impounded, scrapped and molten afterwards. The Police got %2 Units of steel in its public storage for that.", "%1 Waffen Konfisziert, Verschrottet und anschliessend Eingeschmolzen. Die Polizei bekommt dafuer %2 Einheiten Stahl in ihr Gemeinsames Lager.", "%1 оружие конфисковано, металлолом и потом расплавленный. Полиция получила %2 Единицы стали в ее общественное хранилище." STRS_inv_items_weaponcargocleared, "Weapon Cargo of this vehicle was impounded and then molten. You got 2 Units of steel in the public storage for that", "Der Waffenvorrat des Fahrzeugs wurde eingezogen und dann eingeschmolzen. Ihr bekommt 2 Einheit Stahl in euer Gemeinsames Lager dafuer.", "Груз Оружия этого транспортного средства был конфискован и затем переплавлен. Вы получили 2 Единицы стали в общественном хранилище" // WAFFE STRS_inv_item_waffe, "Weapon", "Waffe", "Оружие" STRS_inv_item_waffe_info, "A Weapon you holstered. It is in your inventory. To unholster it, press >use<","Eine Waffe, die du geholstert hast. Um sie wieder in die Hand zu nehmen, drueck >benutzen<.", "оружие убрано в кобуру,чтобы достать оружие в инвентаре нажмите >использовать<." STRS_inv_item_waffe_noholster, "You can't holster/unholster the weapon now", "Du kannst die Waffe jetzt nicht wegstecken/rausholen", "Вы не можете Достать/убрать оружие" STRS_inv_item_waffe_noweapon, "No weapon to hide.", "Du hast keine Waffe, die du verstecken koenntest.", "Нет оружия, чтобы спрятать." STRS_inv_item_waffe_weaponHidden, "Weapon hidden in Inventory. You can unholster it by using your inventory.", "Waffe im Inventar versteckt. Du kannst sie wieder rausholen, indem du dein Inventar benutzt.", "Оружие спрятанно в инвентарь. Вы можете его достать, используя меню инвентаря." STRS_inv_item_waffe_weaponHiddenAlready, "Weapon hidden in Inventory, other taken out. Maybe you have to switch fire mode to use it.", "Waffe im Inventar versteckt, die andere wurde rausgenommen. Eventuell musst du den Feuermodus wechseln, um die Waffe benutzen zu koennen.", "Вы достали оружие чтобы его использовать снемите с предохранителя." STRS_inv_item_waffe_weaponTakenout, "You took the weapon out of the inventory. Maybe you have to switch fire mode to use it.", "Du hast die Waffe aus dem Inventar genommen. Eventuell musst du den Feuermodus wechseln, um die Waffe benutzen zu koennen.", "Вы достали оружие чтобы его использовать снемите с предохранителя." // MATERIAL STRS_inv_items_ressources, "Ressources can not be used. You have to deposit them in factories.", "Ressourcen koennen nicht benutzt werden. Du musst sie in Fabriken ablegen.", "Ресурсы нельзя использовать. Вы должны сдать их на фабрики." STRS_inv_items_ignite_ignite_notincar, "You have to be in a car to use this", "Du musst dazu in einem Fahrzeug sein", "Вы должны быть в автомобиле, чтобы использовать это" // SEIL STRS_inv_item_seil, "Rope", "Seil", "Канат" STRS_inv_item_seil_info, "This Item can only be used in helicopters. With this item it is possible to attach a vehicle to the helicopter. While the attaching, the helo has to fly over the vehicle. When attached, you can transport the vehicle.", "Dieses Item kann nur in Hubschraubern benutzt werden. Damit ist es moeglich, Fahrzeuge unter dem Hubschrauber an den Heli zu haengen, dementsprechend muss er waehrend der benutzung fliegen. Die Fahrzeuge koennen dann vom Heli transportiert werden.", "Это может быть использовано только в вертолете. С помощью этого предмета можно прцепить транспорт к вертолету.Вертолет должен летать над транспортным средством." STRS_inv_item_seil_notinheli, "You are not in a helicopter.", "Du bist in keinem Helikopter.", "Вы находитесь не в вертолете." STRS_inv_item_seil_notcloseenough, "You are not close enough to a vehicle.", "Du bist nicht in der Naehe eines Vehikels.", "Вы далеко от транспортного средства." STRS_inv_item_seil_closetoground, "You are too close to the ground.", "Du bist zu nah am Boden.", "Вы находитесь слишком близко к земле." STRS_inv_item_seil_action_release, "Release Vehicle", "Vehikel ausklinken", "отцепить транспорт" STRS_inv_item_seil_action_released, "Vehicle released.", "Vehikel ausgeklinkt.", "Транспорт отцеплен." // DRUGS STRS_inv_item_cocain, "High quality Cocaine", "Kokain hoher qualitaet", "Высококачественный Кокаин" STRS_inv_item_cocain_low, "Low quality Cocaine", "Kokain schlechte qualitaet", "Низкого качества Кокаин" STRS_inv_item_marihuana, "Marijuana", "Marihuana", "Марихуана" STRS_inv_item_lsd, "LSD", "LSD", "ЛСД" STRS_inv_item_drogen_info, "Drugs can either be sold at one of the flags or can be used by player. To do so, just choose the amount and press >use<. But be careful of the effects...","Drogen koennen entweder an der ensprechenden Fahne des jeweiligen Typs verkauft, oder vom Spieler selber benutzt werden. Dazu einfach die entsprechende Menge auswaehlen und auf >benutzen< klicken. Aber vorsicht vor den Wirkungen...""Наркотик может быть продан в соответствующем месте или использован игроком по прямому назначению. Что бы ширнуться нажмите >Использовать<. Но Минздрав все-таки предупреждает.." STRS_inv_item_druguse_toomany, "You can't use that many drugs at the same time.", "Du kannst nicht so viele Drogen zur selben Zeit benutzen.", "Ты чего, чувак? Нельзя так много ширятся :))" STRS_inv_item_druguse_ende, "The effects of the drugs diminish.", "Die Drogen lassen nach.", "Наркота отпускает." STRS_drugdealer_busted, "The Drugdealer was busted"!, "Der Drogendealer wurde geschnappt!", "Наркоторговец был пойман!" STRS_drugdealer_destroyedorbusted, "The Drugdealer was either killed or busted"!, "Der Drogendealer wurde entweder getoetet oder geschnappt!", "Наркоторговец был убит или пойман" STRS_addAction_drugdealerbust, "Bust Drugdealer", "Drogendealer Verhaften", "Арестовать Наркоторговец" STRS_drugdealer_busted_more_money, "You got an additional Paycheck of 10.000$, since some cop busted the drugdealer", "Du bekommst einen zusaetzlichen Paycheck von 10.000$ weil ein Cop den Drogendealer verhaftet hat", "Вы получили дополнительную Зарплату 10,000$, так как некоторый полицейский поймал Наркоторговца" // ROADBLOCK STRS_inv_item_roadblock, "Roadblock", "Strassensperre", "Дорожное заграждение" STRS_inv_item_roadblock_info, "A Roadblock. To place it, press use. The first time it is placed it costs $1000. To move it just "Use" the Roadblock in your inventory again.","Eine Strassensperre. Klick auf benutzen, um die Sperre zu plazieren. Beim ersten mal kostet dies etwas money. Um die Sperre zu verschieben, musst du nur das gleiche machen wie bei ersten plazieren.", "Дорожное заграждение. Что бы установить нажмите Использовать. При первом использовании потребует небольших финансовых расходов. Потом сможете установить его в другом месте." STRS_inv_item_sperre_nomoney, "You cannot afford a Roadblock.", "Du kannst dir keine Strassensperre leisten.", "Не хватает денег для установки." STRS_inv_item_sperre_built, "You built a Roadblock, to move it just use the same action again. If you don't need the roadblock anymore, please move it away from the street.", "Du hast eine Strassensperre gebaut. Um diese zu bewegen benutze einfach die selbe Aktion nochmal. Wenn du die Sperre nicht mehr benoetigst, bewege sie bitte von der Strasse weg.", "Дорожное заграждение установлено. Для переноса его в другое место, повторите процедуру." STRS_inv_item_sperre_moved, "Please wait 5 seconds for the roadblock to be moved.", "Bitte warte 5 Sekunden bis die Strassensperre umgestellt wurde.", "Заграждение будет установлено в течение 5 секунд." STRS_inv_item_sperre_invcl, "You can't place a Roadblock inside a vehicle.", "Du kannst keine Strassensperre in einem Fahrzeug platzieren.", "Вы не можете сделать это отсюда." STRS_inv_item_sperre_hiernicht, "You can't place the Roadblock in this area.", "Du kannst hier keine Sperre bauen!", "Невозможно установить заграждение здесь!" // HANDY STRS_inv_item_handy, "Mobile phone", "Handy", "Мобила" STRS_inv_item_handy_info, "Using a mobile phone you can send other players private messages. When you use it, a dialogue appears where you can enter your message. Choose the player you want to send the message to and send it. Each message costs $10. The other player can only reach a message, if he has a mobile phone too.","Mit dem Handy kannst du dich mit anderen Spielern privat unterhalten. Wenn du es benutzt, oeffnet sich ein Eingabefeld, in dem du die Nachricht eingeben kannst. Waehle den Spieler, und schicke die Nachricht ab. Jede Nachricht kostet $10. Ein anderer Spieler kann eine Nachricht nur bekommen, wenn er ebenfalls ein Handy hat.", "Телефон нужен для отправки другим игрокам приватных SMS. При использовании телефона появится меню, где можно набрать текст сообщения. Выберите получателя сообщения и отправляйте. Каждое SMS стоит $10. Игрок получит сообщение только если у него тоже есть телефон." STRS_inv_item_handy_keinmoney, "You cannot afford an SMS.", "Du kannst dir eine SMS nicht leisten.", "Недостаточно денег для отправки SMS." STRS_inv_item_handy_gesendet, "You sent an SMS to %1.", "Du hast eine SMS an %1 gesendet.", "Вы отправили SMS %1." STRS_inv_item_handy_nachricht, "%2 sent you an SMS: %1", "%2 hat dir eine SMS gesendet: %1", "%2 прислал вам SMS: %1" STRS_inv_item_handy_nichterreicht, "%1 does not have a mobile phone. Your message did not reach him.", "%1 hat kein Handy. Er konnte die Nachricht daher nicht empfangen", "Сообщение не может быть доставлено. У %1 нет мобильного телефона." STRS_inv_item_handy_leermsg, "You cannot send an empty message.", "Du kannst keine leere Nachricht senden.", "Вы не можете отправить пустое сообщение. Наберите текст латинскими буквами." STRS_inv_item_handy_noplayer, "The selected player is not in-game.", "Der ausgewaehlte Spieler ist nicht ingame.", "Выбранный игрок отстутствует." STRS_inv_item_handy_text_zu_lang, "The Text is too long.", "Der Text ist zu lang.", "Текст слишком длинный." // VCL AMMO STRS_inv_item_vclammo, "Vehicle ammo", "Fahrzeugmunition", "Боеприпасы" STRS_inv_item_vclammo_info, "Ammo for weapons attached to vehicles. Use such a box within vehicles to refill the ammo of the vehicle.","Munition fuer Waffen an Fahrzeugen. Benutze eine solche Kiste in einem Fahrzeug, um die Munition aufzufuellen.", "Используйте для перезарядки автомобильного оружия." STRS_inv_item_vclammo_nomg, "This vehicle doesn't have a weapon which can be rearmed.", "Dieses Fahrzeug hat kein MG das aufmunitioniert werden kann.", "Транспортное средство не оборудовано пулеметом." STRS_inv_item_vclammo_rearmed, "You rearmed this vehicle.", "Du hast dieses Fahrzeug neu bewaffnet.", "Перезарядка выполнена" STRS_inv_item_vclammo_novehicle, "You are not in a vehicle.", "Du bist nicht in einem Fahrzeug.", "Вы не внутри транспортного средства." // OBJECTS STRS_inv_item_objs, "Object", "Objekt", "Объект" STRS_inv_item_objs_info, "Use this item in order to spawn the object.", "Benutze dieses Item, um das Objekt zu bauen.", "Используйте это, чтобы использовать объект." STRS_inv_item_obj_take, "Take", "Nehmen", "Принять" STRS_inv_item_obj_packed, "You took the object. You can place it by using your inventory.", "Du hast das Objekt genommen. Du kannst es mit deinem Inventar wieder bauen.", "Вы получили предмет. Вы можете поместить его в инвентарь." STRS_inv_item_obj_invcl, "You cannot place the object while being in a vehicle.", "Du kannst das Objekt nicht bauen, waehrend du in einem Fahrzeug bist.", "Вы не можете перемещать предмет, находясь в транспортном средстве." STRS_inv_item_obj_hiernicht, "You cannot place this object here.", "Du kannst hier kein Objekt bauen.", "Вы не можете испольновать этот предмет здесь." STRS_inv_item_obj_bauen, "You placed this object here. Wait a few seconds until it appears.", "Du hast dieses Objekt hier gebaut. Warte ein paar Sekunden, bis es gebaut wurde.", "Вы разместили это сдесь.Подождите несколько секунд, пока он не появится." STRS_inv_item_obj_toomany, "You already placed too many Objects.", "Du hast bereits zu viele Objekte gebaut.", "Вы уже разместили слишком много Объектов" STRS_inv_item_obj_cantpack, "You can not carry this Object.", "Du kannst dieses Objekt nicht tragen.", "Вы не можете нести это." // SELBSTMORDBOMBE STRS_inv_item_selbstmordbombe, "Suicide Bomb", "Selbstmordbombe", "Пояс шахида" STRS_inv_item_selbstmordbombe_info, "When you are using this item, everybody near you should run as fast as possible. You will not survive it.", "Wenn du dieses Item benutzt, sollte jeder in deiner Nдhe so schnell wie mцglich rennen. Du wirst die Benutzung nicht ьberleben.", "Когда вы используете это изделие, каждый возле вас должен бежать так быстро как возможным. Вы не выживите." STRS_inv_item_selbstmordbombe_globalmsg, "Someone will blow himself up in a few moments!", "Jemand wird sich in Kьrze in die Luft sprengen!", "Через несколько секунд кто-то взорвет себя!" // VEHICLE BOMBS STRS_inv_item_fernbombe, "Remote Control Car-Bomb", "Fernzuendautobombe", "Автомобильная Радиоуправляемая бомба" STRS_inv_item_fernbombe_info, "A Car-Bomb. It explodes when you use the remote control.\n\nTo plant the bomb; get in the car, open the inventory, choose the bomb and press >use<. The Bomb is now activated! Other players in the car will be noticed when you place a bomb. To blow the bomb up, use the remote control of the bomb, which you will find in your inventory. To deactivate the bomb, you can either drop the remote control, or you use the action menu entry you have when you sit in the car, you will get the bomb back in your inventory, if you deactivate it the second way.","Eine Autobombe. Sie explodiert, wenn du den Zьnder drьckst.\n\nUm die Bombe zu legen, setz dich in das entsprechende Fahrzeug, oeffne das Inventar und benutze die Bombe. Die Bombe ist dann scharf! Spieler im Fahrzeug werden mitkriegen, dass du eine Bombe gelegt hast. Um die Bombe explodieren zu lassen, benutze einfach den entsprechenden Zuender, den du im Inventar findest. Um die Bombe zu deaktivieren, kannst du entweder einfach den Zuender wegwerfen oder die Aktion im Fahrzeug benutzen. Mit der zweiten Methode kriegst du die Bombe ins Inventar zurueck.", "Автомобильная-бомба. Она взрывается, когда вы используете пульт дистанционного управления. \n\nЧтобы активировать бомбу нужно; попасть в машину, открыть инвентарь, выберите бомбу и нажмите> использовать <. Бомба в настоящее время активирована! Другие игроки в машине будут предупреждены, когда вы вставляете бомбу. Чтобы взорвать бомбу используйте пульт дистанционного управления. Чтобы деактивировать бомбу, используйте специальное устройство." STRS_inv_item_zeitbombe, "Car-Bomb with Timer", "Autobombe mit Zeitzuender", "Бомба на время" STRS_inv_item_zeitbombe_info, "A Car-Bomb. It explodes when the timer reaches 0.\n\nTo plant the bomb, get in the car, open the inventory, choose the bomb and press >use<. In the following dialogue you can configure the bomb. Other player in the car will be noticed when you place a bomb. To deactivate the bomb, just use the entry from your action menu, you will get the bomb back in your inventory.","Eine Autobombe. Sie explodiert, wenn der Countdown auf 0 ist.\n\nUm die Bombe zu legen, setz dich in das entsprechende Fahrzeug, oeffne das Inventar und benutze die Bombe. Im folgenden Dialog kannst du die Bombe konfigurieren. Spieler im Fahrzeug werden mitkriegen, dass du eine Bombe gelegt hast. Ueber ein Eintrag im Actionmenu kannst du die Bombe entschaerfen, du bekommst die Bombe dann zurueck.", "Бомба автомобиля.Взрывается, когда таймер достигает, 0.\n\nВы подкладываете бомбу, входите в автомобиль, открываете инвентарь, выбираете бомбу нажимаете> использование <. В следующем диалоге Вы можете настроить бомбу. Другие игроки в машине будут предупреждены, когда вы вставляете бомбу.Чтобы деактивировать бомбу, используйте специальное устройство." STRS_inv_item_enginebombe, "Ignition Carbomb", "Aktivierungs Autobombe", "Бомба на активацию" STRS_inv_item_enginebombe_info,"A Car-Bomb. It explodes if the car this bomb is attached to starts the engine.\n\nTo plant the bomb, get in the car, open the inventory, choose the bomb and press >use<. The Bomb is now activated! Other player in the car will be noticed when you place a bomb. To deactivate the bomb, just use the entry from your action menu, you will get the bomb back in your inventory.","Eine Autobombe. Sie explodiert, wenn das Fahrzeug, in dem die Bombe liegt, den Motor startet.\n\nUm die Bombe zu legen, setz dich in das entsprechende Fahrzeug, oeffne das Inventar und benutze die Bombe. Die Bombe ist dann scharf! Spieler im Fahrzeug werden mitkriegen, dass du eine Bombe gelegt hast. Ueber ein Eintrag im Actionmenu kannst du die Bombe entschaerfen, du bekommst die Bombe dann zurueck.", "Бомба на активацию.Взрывается, когда Ктонибудь попробует завести транспорт.\n\nВы подкладываете бомбу, входите в автомобиль, открываете инвентарь, выбираете бомбу нажимаете> использование <. В следующем диалоге Вы можете настроить бомбу. Другие игроки в машине будут предупреждены, когда вы вставляете бомбу.Чтобы деактивировать бомбу, используйте специальное устройство." STRS_inv_item_fernzuender, "Bomb remote control", "Fernzuender", "Дистанционный взрыватель" STRS_inv_item_zuender_info,"Use it to blow the bomb connected with this control up. Drop it to deactivate the bomb.","Benutz es, um die Bombe, die mit diesem Zuender verbunden ist, hochgehen zu lassen. Leg es ab, um die Bombe zu entschaerfen.", "Используйте чтобы деактивировать или забрать бомбу." STRS_inv_item_speedbombe, "Car-Bomb with Speed activation", "Autobombe mit Geschwindigkeitszuender", "Бомба на скорость" STRS_inv_item_speedbombe_info,"A Car-Bomb. It activates when the player drives faster than the speed you selected, and will explode when he drives slower.\n\nTo plant the bomb, get in the car, open the inventory, choose the bomb and press >use<. In the following dialogue you can configure the bomb! Other player in the car will be noticed when you place a bomb. To deactivate the bomb, just use the entry from your actionmenu, you will get the bomb back in your inventory.","Eine Autobombe. Sie wird aktiviert, wenn das Fahrzeug schneller faehrt als die von dir eingestellte Geschwindigkeit, und sie explodiert, wenn das Fahrzeug langsamer faehrt.\n\nUm die Bombe zu legen, setz dich in das entsprechende Fahrzeug, oeffne das Inventar undbenutze die Bombe. Im folgenden Dialog kannst du die Bombe konfigurieren. Spieler im Fahrzeug werden mitkriegen, dass du eine Bombe gelegt hast. Ueber ein Eintrag im Actionmenu kannst du die Bombe entschaerfen, du bekommst die Bombe dann zurueck.", "Бомба на скорость.Взрывается, когда Ктонибудь на заданной скорости проедет определенное время (скорость и время устанавливается игроком).\n\nВы подкладываете бомбу, входите в автомобиль, открываете инвентарь, выбираете бомбу нажимаете> использование <. В следующем диалоге Вы можете настроить бомбу. Другие игроки в машине будут предупреждены, когда вы вставляете бомбу.Чтобы деактивировать бомбу, используйте специальное устройство." STRS_inv_item_vehiclebomb_action_deactivate, "Deactivate Bomb", "Bombe deaktivieren", "деактевировать бомбу" STRS_inv_item_vehiclebomb_action_changetimer, "Change Timer", "Zeit aendern", "Установить время" STRS_inv_item_vehiclebomb_timebombconfig_sec, "%1 sec", "%1 Sek.", "%1 Сек." STRS_inv_item_vehiclebomb_speedbombconfig_kmh, "%1 kph", "%1 km/h", "%1 км/ч" STRS_inv_item_vehiclebomb_notexist, "The bomb does not exist.", "Die Bombe existiert nicht.", "Бомбы нет." STRS_inv_item_vehiclebomb_changed, "Remaining Time set to %1 seconds.", "Verbleibende Zeit auf %1 Sekunden geaendert.", "Время установить на% 1 секунд." STRS_inv_item_vehiclebomb_defused, "Bomb defused.", "Bombe entschaerft.", "Обезврежена бомба." STRS_inv_item_vehiclebomb_changetimer, "Change Timer", "Timer aendern", "Изменить время" STRS_inv_item_vehiclebomb_sec, "%1 sec", "%1 Sek.", "%1 Сек." STRS_inv_item_vehiclebomb_legen_gesehen, "Watch out! You saw %1 planting a car-Bomb in this vehicle!", "Pass auf! Du hast gesehen, wie %1 eine Autobombe in dieses Vehikel legte.", "Осторожно! Вы видели как %1 Заменировал этот транспорт!" STRS_inv_item_vehiclebomb_notinvehicle, "You have to sit in a car to activate the bomb.", "Du musst dich in einem Fahrzeug befinden, um die Bombe zu legen.", "Вы должны быть в транспортном средстве, чтобы использовать Бомбу автомобиля." STRS_inv_item_vehiclebomb_deactivated, "Bomb deactivated!", "Bombe deaktiviert!", "Бомба деактевированна!" STRS_inv_item_vehiclebomb_speedbomb_activated, "Watch out, the a carbomb has been activated. You are not allowed to drive slower than %2 km/h for %3 seconds.", "Geschwindigkeitsbombe aktiviert! Fahre nicht langsamer als %2 km/h fuer %3 sekunden, oder du wirst explodieren!", "Активизированна Бомба на Скорость! Вам нельзя ехать медленнее чем %1 км/ч, или Вы взорветесь! Бомба будет активирована после движения определенное время." STRS_inv_item_vehiclebomb_planted, "You planted a bomb (ID: %1).", "Du hast eine Bombe gelegt (ID: %1).", "Вы установили бомбу (ID: %1)." // ILLEGAL WEAPONS STRS_inv_item_illegalweapons, "Pack with illegal Weapons", "Pack with illegal Weapons", "Пакет с незаконным оружием" STRS_inv_item_illegalweapons_info, "","", "" // NAHRUNG STRS_inv_item_nahrung_info, "In your stats you can see how hungry you are. With this you can satisfy you hunger. Just choose how much you want to eat and press >use<. Differen kinds of food (unprocessed or finished) will remove your hunger in differen levels. If you reach a hunger of 100 you will die slowly!","In deinen Statistiken kannst du sehen, wie sehr du Hunger hast. Mit diesem Gegenstand kannst du deinen Hunger stillen. Waehle aus, wie viel du essen willst, und klick >benutzen<. Verschiedene Qualiteaten (unverarbeitet oder fertige Produkte) machen dich unterschiedlich Satt. Waechst der Hunger auf 100 an, stirbst du langsam!", "В опции Статистика можно увидеть насколько Вы проголодались. Тут Вы можете утолить свой голод, просто выберите количество еды и нажмите >Использовать<. Если голод достигнет 100%, Вы умрете от истощения." STRS_inv_item_getraenke_info, "In your stats you can see how thirsty you are. With this you can satisfy you thirst. Just choose how much you want to drink and press >use<. Different kinds of water (unprocessed or bottled) will remove your thirst in different levels. If you reach a thirst of 100 you will die slowly!","In deinen Statistiken kannst du sehen, wie sehr du Durst hast. Mit diesem Getraenk kannst du deinen Durst stillen. Waehle aus, wie viel du davon trinken willst, und klick >benutzen<. Verschiedene Qualitaeten (unverarbeitet oder nicht) entfernt unterschiedlich hoch deinen Durst. Waechst der Durst auf 100 an, stirbst du langsam!", "В опции Статистика можно увидеть насколько измученны жаждой Вы. Тут Вы можете утолить свою жажду, Просто выбираете, сколько вы хотите выпить и нажмите >Использовать< Различные виды вода (необработанная или в бутылках) удалит вашу жажду в разных уровнях. Если жажда достигнет 100%, Вы будете медленно умирать!." STRS_inv_item_alkohol_info, "A Alcoholic drink. Sell it to Fuel Stations, Restaurants or City Shops to make money, or use it to get alcohol effects - but be aware that cops might detect it (WIP)", "Ein Alkoholisches Getraenk. Verkaufe es an Restaurants, Tankstellen oder City-Shops oder Trinke es um die Wirkung zu verspueren - sei dir aber bewusst das Cops es herausfinden koennen(WIP)", "А алкогольных напитков. Продают его на АЗС, рестораны и магазины города, чтобы заработать деньги, или использовать его для получения алкогольного опьянения, - но следует знать, что полицейские могут обнаружить это (WIP)" STRS_inv_item_tobacco_info, "A Tobacco Product. Sell it to Fuel Stations, Restaurants or City Shops to make money, or smoke it.", "Ein Tabak basierendes Produkt. Verkaufe es an Restaurants, Tankstellen oder City-Shops oder Rauche es einfach.", "Продукт Табака. Продавате на АЗС, Ресторанам или Городским Магазинам, чтобы делать деньги, или курите" STRS_inv_item_nahrung_gegessen, "You ate something and are %1/100 fed.", "Du hast was gegessen und bist nun %1/100 satt.", "Приятного аппетита! Чувство насыщения: %1/100" STRS_inv_item_getreank_getrunken, "You drank something and are now only %1/100 thirsty anymore.", "Du hast was getrunken und bist nun nurnoch %1/100 durstig.", "Вы выпили кое-что и теперь жажда: %1/100 " STRS_inv_item_nahrung_verhungern, "You are starving.", "Du bist am Verhungern.", "Вы голодны." STRS_inv_item_nahrung_verdursten, "You are dehydrating - drink something!!!", "Du bist am Verdursten - trinke etwas!!!", "Вы обезвожены - выпейте что-нибуть" // NAHRUNG NAMEN STRS_inv_item_name_soup, "Warm Soup", "Warme Suppe", "Теплый суп" STRS_inv_item_name_fish, "Unprocessed Fish", "Unverarbeiteter Fisch", "Рыба" STRS_inv_item_name_korn, "Unprocessed Wheat", "Unverarbeiteter Weizen", "Пшеница" STRS_inv_item_name_bread, "Fresh Bread", "Frisches Brot", "Свежий хлеб" STRS_inv_item_name_soup, "Fresh hot Soup", "Frische heisse Suppe", "Свежий горячий суп" STRS_inv_item_name_shark, "Unprocessed Shark", "Unverarbeiteter Hai", "Акула" STRS_inv_item_name_whale, "Unprocessed Whale", "Unverarbeiteter Wal", "Кит" STRS_inv_item_name_donut, "Fresh Donut", "Frischer Donut", "Свежий пончик" STRS_inv_item_name_whale_filet, "Whale Filets", "Wal Filets", "Филе Кита" STRS_inv_item_name_shark_filet, "Shark Filets", "Hai Filets", "Филе Акулы" STRS_inv_item_name_fish_filet, "Fish Filets", "Fisch Filets", "Филе Рыбы" STRS_inv_item_name_salzwasser, "Saltwater", "Salzwasser", "Морская вода" STRS_inv_item_name_quellwasser, "Mountainspring Water", "BergQuellwasser", "Артезианская вода" STRS_inv_item_name_quellwasserhq, "Mountainspring Water (high Quality)", "BergQuellwasser (hohe Qualitaet)", "Ключевая вода" STRS_inv_item_name_bottlewater_low, "Bottled Water(low quality)", "Flasche Wasser (schlechte qualiteat)", "Бутылка воды" STRS_inv_item_name_bottlewater_no1, "Bottled Water(DelMare Medium)", "Flasche Wasser (Delmare Medium)", "Бутылка воды(DelMare)" STRS_inv_item_name_bottlewater_no2, "Bottled Water(Mountain Medium)", "Flasche Wasser (Bergquell Medium)", "Бутылка воды(Горная средняя)" STRS_inv_item_name_bottlewater_hq, "Bottled Water(Mountain HQ)", "Flasche Wasser (Bergquell HQ)", "Бутылка воды(Горная ВК)" STRS_inv_item_name_rotwein, "Bottled Red Vine", "Flasche Rotwein", "Бутылка портвейна 777" STRS_inv_item_name_rotweinhq, "Bottled Red Vine(HQ)", "Flasche Rotwein(HQ)", "Вино Красное крепкое" STRS_inv_item_name_weisswein, "Bottled White Vine", "Flasche Weisswein", "Вино Белое сухое" STRS_inv_item_name_weissweinhq, "Bottled White Vine(HQ)", "Flasche Weisswein(HQ)", "Вино Белое крепкое" STRS_inv_item_name_bier, "Bottle Beer", "Flasche Bier (Pils)", "Бутылка пива" STRS_inv_item_name_weizenbier, "Bottle Wheat-Beer", "Flasche Weizenbier", "Бутылка пшеничного-пива" STRS_inv_item_name_Starkbier, "Bottle Strong-Beer", "Flasche Starkbier", "Бутылка крепкого пива" // ITEM + RESOURCES NAMES STRS_inv_item_name_redtrauben, "Bundle red grapes", "Steangel rote Trauben", "Красный виноград" STRS_inv_item_name_redtraubenhg, "Bundle red grapes(HQ)", "Steangel rote Trauben(HQ)", "Красный виноград(ВК)" STRS_inv_item_name_whitetrauben, "Bundle white grapes", "Steangel weisse Trauben", "Белый виноград" STRS_inv_item_name_whitetraubenhg, "Bundle white grapes(HQ)", "Steangel weisse Trauben(HQ)", "Белый виноград(ВК)" STRS_inv_item_name_hopfen, "Hops", "Hopfen", "Хмель" STRS_inv_item_name_tabak, "Tobacco Leafs", "Tabak Blaetter", "Табачные листья" STRS_inv_item_name_cigar, "Cigar", "Zigarre", "Сигара" STRS_inv_item_name_cigarfatlady, "Fat Lady (Cigar)", "Fat Lady (Zigarre)", "Полная Леди(Сигара)" STRS_inv_item_name_lighter, "Lighter", "Feuerzeug", "Зажигалка" STRS_inv_item_name_smallweaps, "Small illegal weapons package", "Kleines illegales Waffenpaket", "Маленький пакет нез. оружия" STRS_inv_item_name_medweaps, "Medium illegal weapons package", "Mittleres illegales Waffenpaket", "Средний пакет нез. оружия" STRS_inv_item_name_largeweaps, "Large illegal weapons package", "Grosses illegales Waffenpaket", "Большой пакет нез. оружия" // NAHRUNG DESCRIPTIONS STRS_inv_item_shortdesc_fish, "Unprocessed -> Process in Factory", "Unverarbeitet -> Verarbeiten in Fabrik", "Непереработанные -> Переработка на заводе" STRS_inv_item_shortdesc_korn, "Unprocessed -> Process in Factory", "Unverarbeitet -> Verarbeiten in Fabrik", "Непереработанные -> Переработка на заводе" STRS_inv_item_shortdesc_whale, "Unprocessed -> Process in Factory", "Unverarbeitet -> Verarbeiten in Fabrik", "Непереработанные -> Переработка на заводе" STRS_inv_item_shortdesc_shark, "Unprocessed -> Process in Factory", "Unverarbeitet -> Verarbeiten in Fabrik", "Непереработанные -> Переработка на заводе" STRS_inv_item_shortdesc_water, "Unprocessed -> Process in Factory", "Unverarbeitet -> Verarbeiten in Fabrik", "Непереработанные -> Переработка на заводе" STRS_inv_item_shortdesc_bread, "Ready to eat -> removes 15 hunger", "Fertig verarbeitet -> entfernt 15 Hunger", "Готово для питания -> Уталит 15 голода" STRS_inv_item_shortdesc_donut, "Ready to eat -> removes 3 hunger", "Fertig verarbeitet -> entfernt 3 Hunger", "Готово для питания -> Уталит 3 голода" STRS_inv_item_shortdesc_soup, "Ready to eat -> removes 3 hunger", "Fertig verarbeitet -> entfernt 3 Hunger", "Готово для питания -> Уталит 3 голода" STRS_inv_item_shortdesc_fishfilets, "Ready to eat -> removes 18 hunger", "Fertig verarbeitet -> entfernt 19 Hunger", "Готово для питания -> Уталит 18 голода" STRS_inv_item_shortdesc_sharkfilets, "Ready to eat -> removes 39 hunger", "Fertig verarbeitet -> entfernt 39 Hunger", "Готово для питания -> Уталит 39 голода" STRS_inv_item_shortdesc_whalefilets, "Ready to eat -> removes 54 hunger", "Fertig verarbeitet -> entfernt 54 Hunger", "Готово для питания -> Уталит 54 голода" STRS_inv_item_shortdesc_bottlewater_low, "Very Poor-> removes 5 thirst", "Schlechte Qualitaet -> entfernt 5 Durst", "Плохое качество -> Уталит 5 жажды" STRS_inv_item_shortdesc_bottlewater_no1, "Ready to drink -> removes 15 thirst", "Fertig verarbeitet -> entfernt 15 Durst", "Готово для питья -> Уталит 15 жажды" STRS_inv_item_shortdesc_bottlewater_no2, "Ready to drink -> removes 18 thirst", "Fertig verarbeitet -> entfernt 17 Durst", "Готово для питья -> Уталит 18 жажды" STRS_inv_item_shortdesc_bottlewater_hq, "High Quality -> removes 30 thirst", "Hohe Qualitaet -> entfernt 30 Durst", "Высокое качество -> удалит 30 жажды" STRS_inv_item_shortdesc_alkohol_generic, "Alkholic Drink - makes drunk", "Alkoholisches Getraenk - macht betrunken". "Алкогольный напиток -> сделает пьяным" STRS_inv_item_shortdesc_zigarre_generic, "Cigar, smoke it or sell it", "Zigarre - Rauche oder verkaufe sie", "Сигара, вы можете ее продать или выкурить" // BANK // ################################################################################################rams STRS_bank_rob_titlemsg, "!!WARNING !! Someone is robbing the bank !! WARNING !!", "!! WARNUNG !! Bank wird ausgeraubt !! WARNUNG !!", "Ахтунг! Кто-то грабит банк! Ахтунг!" STRS_bank_rob_lostnomoney, "Because of your bank insurance you lost no money but you lost one bank insurance.", "Wegen deiner Bankversicherung hast du kein money verloren. Aber du hast eine Bankversicherung verloren.", "У вас была страховка, вы не потеряли ни цента, но теперь у вас нет страховки" STRS_bank_rob_somemoneylost, "The bank has been robbed. You lost $%1 and have $%2 left on your account.", "Die Bank wurde ausgeraubt. Du hast $%1 verloren und jetzt noch $%2 uebrig.", "Банк ограбили! Вы потеряли $%1 и теперь у вас $%2 на счете" STRS_bank_rob_allmoneylost, "The bank has been robbed. You lost all the money on your account!", "Die Bank wurde ausgeraubt und du hast all dein money auf dem Konto verloren.", "Банк ограбили! Вы потеряли все деньги на счете" STRS_bank_rob_success, "You robbed the bank successfully. Escape because you are wanted!", "Du hast die Bank erfolgreich ausgeraubt. Flieh jetzt, denn du wirst polizeilich gesucht!", "Вы успешно ограбили банк. Вам нужно сбежать, т.к. вы в розыске" STRS_bank_rob_nosuccess, "You escaped too early and didn't get the money!", "Du bist zu frueh weggerannt und hast kein money bekommen.", "Вы сбежали рано и не получили денег" STRS_bank_rob_info, "You decided to rob the bank. Stay here until you get the money and then get the hell outta here!", "Du raubst die Bank aus, bleibe ein paar Sekunden hier bis du das money hast und dann verschwinde!", "Вы решили ограбить банк. Ждите здесь пока не получите деньги, а затем сваливайте" STRS_bank_rob_noweapon, "You can't rob the bank without being armed.", "Du kannst die Bank nicht ausrauben ohne bewaffnet zu sein.", "Вы не можете ограбить банк безоружным, разве что напугаете кассира запахом собственных носков" STRS_bank_rob_no, "You can't rob the bank at the moment.", "Du kannst die Bank jetzt nicht ausrauben.", "В данный момент банк ограбить невозможно" STRS_bank_dialog_inventarmoney, "Money in your Inventory: $%1", "money in deinem Inventar: $%1", "Денег в инвентаре: $%1" STRS_bank_dialoge_accountmoney, "Money in your Account: $%1", "money auf deinem Konto: $%1", "Денег на счету: $%1" STRS_bank_dialoge_tax, "Incl. Taxes:", "Inkl. Steuern:", "Включая налоги:" STRS_bank_dialoge_robbsperre, "You robbed the bank a few minutes ago. You can not use it for %1 minutes after you robbed it.", "Du hast vor kurzem die Bank ausgeraubt, du kannst sie daher bis zu %1 Minuten danach nicht benutzen.", "Вы ограбили банк несколько минут назад. Вы не можете вновь сделать это %1 минут(ы)" STRS_bank_no_money, "You don't have enough money on your account.", "Du hast nicht genug money auf deinem Account.", "На счете нет денег" STRS_bank_deposit_other_no, "You don't have enough money on your account.", "Du hast nicht genug money auf deinem Account.", "У вас не достаточно денег, чтобы перевести $%1" STRS_bank_deposit_self_no, "You don't have enough money on your account to transfer $%1 on the wanted Account.","Du hast nicht genug money auf deinem Konto, um $%1 auf das gewuenschte Konto zu ueberweisen.", "У вас не достаточно денег" STRS_bank_deposit_other_no2, "You don't have enough money on your account to transfer $%1 on the wanted Account. Remember that you need enough money on your Account for the additional %2 Percent tax.", "Du hast nicht genug money auf deinem Konto, um $%1 auf das gewuenschte Konto zu ueberweisen. Bedenke dass du genug money auf dem Konto haben musst, um %2 Prozent Steuern dazuzahlen zu koennen.", "У вас не достаточно денег, чтобы перевести $%1. Помните, что вы должны уплатить налог %2 процента(ов) за перевод" STRS_bank_account_getmoney, "You got $%1 from %2 on your Account.", "Du hast $%1 von %2 auf dein Konto erhalten.", "%2 перевел вам $%1" STRS_bank_deposit_yes, "$%1 successfully transferred to the wanted Account. Please note that you had to pay %2 percent taxes for this transfer. So you paid $%3.", "$%1 erfolgreich auf das gewuenschte Konto ueberwiesen. Bitte beachte, dass du %2 Prozent steuern fuer diese Ueberweisung zahlen musstest. Du hast somit insgesamt %3$ bezahlt.", "$%1 успешно переведены на счет указанного игрока. Заметьте, что вы заплатили налог за перевод %2 процента. Таким образом, вы заплатили $%3" STRS_bank_deposit_self_yes, "$%1 transferred to your own account.", "$%1 auf dein eigenes Konto ueberwiesen.", "$%1 положили на счет" STRS_bank_withdraw_yes, "$%1 successfully withdrawn.", "$%1 erfolgreich abgehoben.", "$%1 успешно снято" STRS_bank_zinsen, "You got %2 percent extra money from the bank, you now have $%1 in your bank account.", "Du hast %2 Prozent extra money von der Bank bekommen und hast jetzt $%1 auf deinem Konto.", "Процент в банке %2, теперь у вас $%1 на счете" STRS_bank_no_valid_number, "The value is not a valid number.", "Der Wert ist keine Zahl.", "Сумма введена неверно" STRS_bank_player_not_ingame, "Error: Player not in-game.", "Fehler: Person ist nicht im Spiel.", "Ошибка: такого игрока нет в игре" STRS_bank_hints_account_balance, "You have %1$ on your account.","Du hast $%1 auf deinem Konto.", "У вас на счете %1$" STRS_bank_serverrobmessage, "The Government lost %1$ at the bank-rob.", "Die Regierung hat %1$ bei dem Bankraub verloren", "Правительство потеряло %1$ в результате ограбления банка" STRS_bank_addaction_robb, "Rob the Bank", "Bank ausrauben", "Ограбить банк" STRS_bank_addaction_dialog, "Bank Menu", "Bank Menue", "Банковское меню" STRS_bank_addaction_balance, "Account Balance", "Kontostand", "Баланс" STRD_bank_description_title, "Bank", "Bank", "Банк" STRD_bank_description_deposit_transfer, "Deposit/Transfer", "Einzahlen/Ueberweisen", "Положить деньги на счет/Перевод" STRD_bank_description_selectplayer, "Select player:", "Spieler Auswaehlen:", "Выберите игрока:" STRD_bank_description_steuern, "Incl. Taxes:", "Inkl. Steuern:", "Включая налог:" STRD_bank_description_bank_withdraw, "Withdraw", "Abheben", "Снять со счета" STRD_bank_description_submit, "Submit", "Bestaetigen", "Подтвердить" STRD_bank_description_cancel, "Cancel", "Abbrechen", "Отмена" STRD_bank_description_withdraw, "Withdraw", "Abheben", "Снять со счета" STRS_inventar_beschreibung_bankversicherung, "Bank Insurance stops you from losing any money when someone robs the bank. Each time the bank is robbed a single Bank Insurance will be used up. Owning 2 Bank Insurances will mean that you do not lose any money the next 2 times the Bank is robbed.", "Die Bankversicherung sorgt dafuer, dass du kein money auf deinem Konto verlierst, wenn die Bank ausgeraubt wird. Wenn sie ausgeraubt wird, verlierst du eine Versicherung. Sind alle weg, kannst du wieder money verlieren.", "Страховка избавит Ваш счет от потерь при ограблении банка. Но при ограблении страховой полис будет утрачен. Если у вас больше нет страхового полиса, Вы вновь рискуете потерять свои деньги." STRS_inventar_bankversicherung, "You can not use the Bank insurance. It will be removed automatically when the bank is robbed.", "Du kannst die Bankversicherung nicht benutzen. Sie wird automatisch entfernt, wenn die Bank ausgeraubt wird.", "Не надо использовать. Ваш страховой полис анулируется после ограбления банка автоматически." // GAS STATION // ################################################################################################bli STRS_gasstation_bereits_getankt, "This vehicle's fuel is already at 100%.", "Der Treibstoff des Fahrzeuges ist bereits bei 100%.", "Транспорт полностью заправлен" STRS_gasstation_tanken_vclleft, "Stay inside the car while you are refuelling.", "Warte im Auto waehrend du es auftankst.", "Будьте в машине, пока она заправляется" STRS_gasstation_tanken_vclmoved, "You cancelled the Refuel-action by moving your vehicle.", "Du hast die Tanken-Aktion abgebrochen, indem du dein Fahrzeug bewegt hast.", "Заправка отменена, т.к. автомобиль тронулся" STRS_gasstation_tanken_money, "You don't have enough money to refuel the vehicle completely.", "Du hast nicht genug money um das Fahrzeug komplett aufzutanken.", "У вас нет достаточно денег, чтобы полностью заправить автомобиль" STRS_gasstation_tanken_finished, "The vehicle's fuel is at 100% again!", "Der Treibstoff des Fahrzeugs ist wieder bei 100%", "В вашей машине снова 100% бензина" STRS_gasstation_tanken_zwischenmsg, "Fuel Status: %1 of 50L. \n You refuelled 1 litres into your car. If you have enough, please move your car or wait until your vehicles fuel is full.", "Treibstoff-Status: %1 von 50L. \n Du hast 1 Liter getankt. Wenn du meinst, genug zu haben, bewege bitte dein Auto oder warte, bis der Tank Randvoll ist.", "Бензина: %1 из 50Л. \n Вы залили 1 литр в машину. Если вам достаточно, пожалуйста отъедте, в противном случае, ждите пока машина не заправится" STRS_addaction_buy_gas, ">>Refuel for %1$ + %2$ Tax per one litre", ">>Tanken fuer %1$ + %2$ Steuer pro Liter", ">>Заправка за %1$ + %2$ налогов за каждый литр" STRS_addaction_buy_AVgas, ">>Refuel for %1$ + %2$ Tax per Gallon", ">>Tanken fuer %1$ + %2$ Steuer pro Gallone", ">>Заправка за %1$ + %2$ налогов за галлон" STRS_gasstation_bereits_getankt_avgas, "This Air-vehicle's fuel is already at 100%.", "Der Treibstoff des Luft-Fahrzeuges ist bereits bei 100%.", "Транспорт полностью заправлен" STRS_gasstation_tanken_airleft, "Stay inside the Air-Vehicle while you are refuelling.", "Warte im Luft-Vehikel waehrend du es auftankst.", "Будьте в транспорте, пока он заправляется" STRS_gasstation_avgastanken_zwischenmsg, "Fuel Status: %1 of 50 Gallons. \n You refuelled 1 gallon into your car. If you have enough, please move your car or wait until your vehicles fuel is full.", "Treibstoff-Status: %1 von 50Gallonen. \n Du hast 1 Gallone getankt. Wenn du meinst, genug zu haben, bewege bitte dein Auto oder warte, bis der Tank Randvoll ist.", "Топлива: %1 из 50галлонов. \n Вы залили 1 галлон в транспорт. Если вам достаточно, пожалуйста отъедте, в противном случае, ждите пока машина не заправится" STRS_gasstation_tanken_avgasfinished, "The air-vehicle's fuel is at 100% again!", "Der Treibstoff deines Luft-Fahrzeugs ist wieder bei 100%", "В транспорте вновь 100% топлива" // LOTTO // ################################################################################################blubb STRS_lotto_action, "Play Lotto", "Lotto Spielen", "Сыграть в лотто" STRS_lotto_lost, "Sorry, better luck next time.", "Diesesmal hatten sie nicht soviel Glueck.", "Простите, удачи в будущем" STRS_lotto_winner, "Congratulations, You won $%1.", "Glueckwunsch, du hast $%1 gewonnen.", "Поздравляю. Вы выиграли $%1" STRS_lotto_nomoney, "You do not have enough money.", "Du hast nicht genug money.", "Мало денег" STRS_lotto_wait, "Wait 5 seconds for your lotto ticket.", "Warte 5 Sekunden auf dein Lotto Ticket.", "Подождите 5 секунд, прежде чем купить новый билет" STRD_lotto_title, "Lotto", "Lotto", "Лотто" STRD_lotto_buyticket, "Buy Ticket", "Ticket kaufen", "Купить билет" STRD_lotto_cancel, "Cancel", "Abbrechen", "Отмена" // MISSIONS // ################################################################################################bla STRS_workplacemission_weapon_alreadyhave, "You have already a Weapon delivery job. Get weapon %1", "Du hast bereits einen Waffenlieferauftrag. Bring die Waffe %1 hier hin.", "Вы уже работаете. Получите оружие %1" STRS_workplacemission_weapon_startjob, "Get weapon %1","Beschaffe die Waffe %1", "Получите оружие %1" STRS_workplacemission_weapon_donthave, "You do not have a Weapon delivery job", "Du hast keinen Waffenlieferauftrag", "Вы не на работе по доставке оружия" STRS_workplacemission_weapon_finish, "You delivered the weapon %1 and you got $%2.", "Du hast die Waffe %1 abgeliefert und $%2 bekommen.", "Вы доставили оружие %1 и получили $%2" STRS_workplacemission_weapon_cannotfinish, "You do not have the required weapon (%1). Come back when you have it.", "Du hast nicht die verlangte Waffe (%1). Komm wieder wenn du sie hast.", "У вас нет требуемого оружия (%1). Возвращайтесь, когда оно появится" STRS_workplacemission_weapon_zeitsperre, "You have to wait at least %1 Minutes since your last job to get a new one". "Du musst mindestenss %1 Minuten warten bis du einen neuen annehmen kannst", "Вы должны подождать %1 минут, прежде чем взять новую работу" STRS_workplacemission_addaction_searchjob, "Search-Job", "Suchjob", "Работа по поиску" STRS_workplacemission_addaction_searchjob_cancel, "Cancel Search-Job", "Suchjob abbrechen", "Отменить работу по поиску" STRS_workplacemission_delivery_finish, "You finished your Delivery Mission and got $%1!", "Du hast die Delivery Mission erfuellt und $%1 als Belohnung bekommen!", "Вы закончили миссию доставки и получили $%1!" STRS_workplacemission_deliverymsg_1, "Here's a package with some Weapons, bring them to %1.", "Hier ist ein Paket mit Waffen, bring es zum %1", "Коробка с оружием: доставьте ее в %1" STRS_workplacemission_deliverymsg_2, "A Client at %1 needs this package.", "Einer unserer Clienten beim %1 braucht dieses Paket.", "Кленту в %1 очень нужна эта посылка" STRS_workplacemission_deliverymsg_3, "Take this USB Stick and bring it to %1.", "Nimm diesen USB Stick und bring ihn zum %1.", "Возьмите эту Флешку и доставьте ее в %1" STRS_workplacemission_deliverymsg_4, "One of our Clients at %1 wants this package.", "Einer unserer Kunden beim %1 forderte dieses Paket an. Bring es zu ihm.", "Один из наших клиентов в %1 ждет эту посылку" STRS_workplacemission_deliverymsg_5, "Here are some documents, deliver them to one of our customers at %1.", "Hier sind einige Dokumente, bring sie zu einem unserer Kunden bei %1.", "Документы нужно доставить в %1" STRS_workplacemission_deliverymsg_6, "Here are some new Video games for our Customers at %1.", "Hier sind ein paar neue PC Games fuer unseren Kunden bei %1.", "Здесь несколько новых фильмов, доставьте их в %1" STRS_workplacemission_deliverymsg_7, "Our Client at %1 requested some external storages. Deliver them.", "Einer unserer Kunden bei %1 forderte ein paar externe Festplatten an. Bring sie hin.", "Наш клиент в %1 заказал доставку. Совершите ее." STRS_workplacemission_deliverymsg_8, "Take this package and deliver it to our Customer at %1.", "Nimm dieses Paket und bring es zu einem unserer Kunden bei %1.", "Возьмите эту посылку и доставьте ее получателю в %1" STRS_workplacemission_deliverymsg_9, "There are some secret documents in this suit-case. Bring them to our Customer at %1.", "Hier sind ein paar geheime Dokumente in diesem Koffer, bring sie zu unserem Kunden in %1.", "В этой кейсе секретные документы. Принесите их получателю в %1" STRS_workplacemission_deliverymsg_10, "This package is for a customer at %1. Deliver it to him.", "Dieses Paket ist fuer einen unserer Kunden bei %1. Liefer es ihm ab.", "Эта посылка для покупателя в %1. Доставьте ее ему" STRS_workplacemission_searchjob_targetreached, "You found the object you had to find. Move closer to it in order to finish the job.", "Du hast das Objekt, das du suchen solltest, gefunden. Bitte gehe nдher heran, um die Mission zu beenden.", "Вы нашли цель своих поисков. Доставьте ее в порядке, чтобы завершить работу" STRS_workplacemission_search_finish, "You have found the target and got $%1!", "Du hast das Ziel gefunden und $%1 als Belohnung bekommen!", "Вы нашли цель и получили $%1!" STRS_workplacemission_searchmsg_1, "We are missing a worker. Search the forest for him.", "Wir vermissen einen Arbeiter, durchsuch den Wald nach ihm.", "Мы потеряли работника, найдите его в лесу" STRS_workplacemission_searchmsg_2, "A BlackHawk crashed in a forest. Find it.", "Ein Blackhawk ist in einen Wald gestuertzt. Finde ihn.", "Вертолет упал в лесу, найди его." STRS_workplacemission_searchmsg_3, "Find a hidden barrel in the forest.", "Finde einen versteckten Kanister im Wald.", "Найдите спрятанную в лесу бочку" STRS_workplacemission_delivery_finishaction, "Finish Delivery Mission!", "Delivery Mission erfolgreich beenden!", "Закончена миссия доставки" STRS_workplacemission_search_finishaction, "Find this Object!", "Dieses Object finden!", "Найти этот объект!" STRS_addaction_weaponjob_anfang, "Get Weapon delivery job", "Waffenlieferauftrag bekommen", "Получена работа по доставке оружия" STRS_workplacemission_weaponjob_ende, "Finish Weapon delivery job", "Waffe abliefern", "Работа по доставке оружия закончена" STRS_workplacemission_already, "You already got a Workplace Job.", "Du hast bereits einen Workplace Job.", "У вас уже есть место работы" STRS_workplacemission_taxi_action, "Taxi Mission", "Taxi Mission", "Миссия Такси" STRS_workplacemission_taxi_cancelaction, "Finish Taxi Mission", "Taxi Mission beenden", "Закончить Миссию Таксиста" STRS_workplacemission_taxi_alreadyinuse, "Either you already agreed to the Taxi mission, or you finished it within the last %1 minutes, so you can not agree to them now.", "Entweder hast du die Taxi-Mission bereits angenommen, oder du hast sie innerhalb der letzten %1 Minuten beendet. Daher kannst du sie jetzt nicht benutzen.", "Или вы уже подтвердили миссию такси, или закончили %1 минут назад, вы не можете подтвердить ее." STRS_workplacemission_taxi_marker_kunde, "Your passenger waits here", "Dein Fahrgast wartet hier", "Пассажир ждет здесь" STRS_workplacemission_taxi_marker_ziel, "Your passenger wants to get here", "Dein Fahrgast moechte hier hin", "Пассажир хочет выйти здесь" STRS_workplacemission_taxi_begin, "A Passenger waits for you. You can see his position on the map. Drive around 20 metres near him, then he boards your vehicle automatically.", "Ein Kunde wartet auf dich. Schau auf der Karte nach, wo er ist! fahre etwa 20m an ihn heran, er kommt dann zum fahrzeug.", "Пассажир ждет вас. Он отмечен на карте. Подъедте к нему на расстояние двадцати метров, тогда он сядет в машину автоматически" STRS_workplacemission_taxi_wannagetin, "Your passenger wanna get in your car. Stay here and wait until he boarded your vehicle.", "Der Kunde moechte einsteigen. Bleib stehen und warte, bis er eingestiegen ist.", "Пассажир собирается сесть в вашу машину. Ждите здесь до тех пор пока он не сядет" STRS_workplacemission_taxi_target, "Bring him to the position marked on the map!", "Bringe ihn zur Position, die auf der Karte markiert ist!", "Доставьте пассажира в точку, указанную на карте!" STRS_workplacemission_taxi_success, "You successfully took your passenger to the target. For this mission you got $%1. You get a new taxi mission within a few seconds.", "Du hast den Kunden erfolgreich ans Ziel gebracht. Du bekommst fuer diese Taximission $%1. In kuerze wird ein neuer Taxiauftrag eingehen.", "Вы успешно доставили пассажира. Вы заработали $%1. В течение нескольких секунд вы получите новую миссию такси." STRS_workplacemission_taxi_failure, "Either you or your passenger are dead. The Taxi-Mission is cancelled.", "Entweder du oder der Kunde sind Tot. Die Taximission ist Beendet.", "Либо вы, либо пассажир померли. Миссия такси отменена" STRS_workplacemission_taxi_canceled, "You finished the Taxi Mission.", "Du hast die Taximissionen beendet.", "Миссия такси закончена" STRS_workplacemission_taxi_nospace, "There is no space in your vehicle for your passenger.", "In deinem Fahrzeug ist kein Platz fuer deinen Fahrgast.", "В вашей машине нет местa для пассажира" STRS_rennen_kein_vehicle, "You have to be the driver of the vehicle.", "Du musst der Fahrer in einem Wagen sein, um teilnehmen zu koennen.", "Вы должны быть водителем машины" STRS_rennen_already_racemember, "You have already joined the race.", "Du bist bereits dem Rennen beigetreten.", "Вы уже присоеденились к гонке" STRS_rennen_kein_fahrer, "You have to be the driver of the vehicle.", "Du musst der Fahrer des Fahrzeuges sein, um am Rennen teilzunehmen.", "Вы должны быть водителем машины" STRS_rennen_falsches_vcl, "You are not allowed to join the race with this car!", "Du darfst mit diesem Fahrzeug nicht am Rennen teilnehmen!", "Вам не разрешено участвовать в гонке на этой машине!" STRS_rennen_hat_angefangen, "The race has already started.", "Das Rennen hat bereits begonnen, du musst warten.", "Гонка уже началась" STRS_rennen_no_racemoney, "You can't afford this.", "Du kannst dir dies nicht leisten.", "Вы не можете себе позволить это" STRS_rennen_joinedrace, "You joined the race.", "Du bist dem Rennen beigetreten.", "Вы присоединились к гонке" STRS_rennen_tot, "You are dead and left the race.", "Du wurdest vom Rennen ausgeschlossen, da du tot bist.", "Вы сдохли и покинули гонку" STRS_rennen_vcltot, "Your vehicle was destroyed and you left the race.", "Dein Fahrzeug, das fuer das Rennen angemeldet wurde, wurde zerstoert.", "Ваш транспорт сломался и вы покинули гонку" STRS_rennen_zuende, "The race has finished.", "Das Rennen wurde beendet", "Гонка закончена" STRS_rennen_pub_start1, "A Street Race will start in 60 seconds.", "Ein Strassenrennen startet in 60 Sekunden.", "Уличная гонка начнется через 60 секунд" STRS_rennen_pub_start2, "The race started. %1 players are fighting for $%2.", "Das Rennen startet jetzt. Es nehmen gesamt %1 Spieler teil und es gibt ein Preismoney in Hoehe von $%2 fuer den Sieger!", "Гонка началась. Игрок %1 борется за $%2." STRS_rennen_pub_ausgeschlossen, "You were too far away from the starting position of the race. You have been removed from the race.", "Du warst zu weit von der Startposition entfernt und wurdest vom Rennen ausgeschlossen.", "Вы далеко от старта гонки. Вы выбыли из гонки." STRS_rennen_pub_record, "Winners Time: %1!!!", "Damit wurde eine neue Bestzeit von %1 aufgestellt!!!", "Время первого: %1!!!" STRS_rennen_pub_gewinnermeldung, "The street race ended. The winner is %1 who drove the whole Race in %2 seconds! %3", "Das Rennen wurde beendet. Der Gewinner ist %1 mit einer Zeit von %2! %3", "Уличная гонка закончилась. Победитель %1 проехал гонку за %2 секунд(ы)! %3" STRS_rennen_pub_gewinner, "You won the street race and got $%1", "Du hast das Rennengewonnen und $%1 erhalten.", "Вы выиграли уличную гонку и получили $%1" STRS_rennen_pub_abort, "The race was cancelled.", "Das Rennen wurde abgebrochen!", "Гонка была отменена" // MAIN MENU // ################################################################################################mm STRS_mainmenu_MissionTutorial, "In this small Tutorial we will explain the basic aspects of the mission. For more information visit Sahrani Life topic on the BI forums or have a look at the briefing.\n\n - Money, Items and the Inventory:\n Money is one of the important things in Sahrani Life. While cops receive their normal paychecks after some time, civs have to work for their money. Legal ways to earn money are staying in one of the workplaces, buy some workers, do some jobs for the workplaces, deal with other players and more. Illegal ways to earn money are robing the bank, dealing with drugs or robing other players. More information about ways to earn money can be found in the briefing. Money and all the other items will be stored in your own inventory. You can open it by using the corespondending entry in your action menu. Items can be used, deleted or given to other players. Information about the items can be seen in the inventory. All shops where you can buy and sell items are marked on the map (Items are Vehicles, Weapons and other Objects such as repair kits...). Keep in mind that you have to buy a license for weapons and some other items before you are able to buy them. When you die you lose you whole inventory. In order to save your money and items you can store them in your bank account, at your hideout or other storages. If you lose your connection your account is saved on the server so you keep your money after a reconnect. Licenses are also saved. Note that all saved information is lost when the server restarts or changes the map.\n\n - A word on weapons and vehicles:\n You should always holster your weapons by using the animation menu which can be found in your action menu. By carrying unholstered weapons cops will see you as a threat and attack you. Using a vehicle you should always make sure that you are driving on the right side of the road and watch out for police checkpoints. Note that you vehicle can be locked using the action entry or the keychain in you inventory. \n\n - Getting started:\n As a cop you should always communicate with the other people. Warn before you shoot and try to stun instead of kill civilians. The first thing you should do is to get a stun gun, other weapons and a vehicle. As a civ you are very low on money. You should buy a drivers license and a small vehicle in order to drive to a work place and do some jobs or stay there for a while. When having enough money you can buy workplaces, shops or other things to get some income. ", "In diesem kleinen Tutorial werden wir die wichtigsten Eigenschaften der Mission vorstellen, um einen einfachen Einstieg in die Mission zu ermoeglichen. Zusaetzliche Informationen gibt es in dem Sahrani Life Thema in den BI Foren oder im Briefing.\n\n - money, Items und das Inventar:\n money ist eines der wichtigsten Dinge in Sahrani Life. Waehrend Cops ihren normalen paycheck erhalten, muessen Civs mehr fuer ihr money machen. Legale Wege um money zu verdienen sind z.B. sich in Workplaces aufzuhalten, Arbeiter zu kaufen und dort arbeiten zu lassen, Missionen fuer die Workplaces erledigen oder mit anderen Spielern handeln. Illegale Moeglichkeiten sind hingegen die Bank auszurauben, mit Drogen zu handeln oder andere Spieler zu bestehlen. Weitere Wege koennen im Briefing eingesehen werden. money und andere Items/Gegenstaende werden in deinem Inventar gelagert. Dies kann durch den dazugehoerigen Eintrag im Aktionsmenu geoeffnet werden. Die Items koennen benutzt, geloescht oder an andere Spieler uebergeben werden. Informationen ueber die einzelnen Items koennen im Inventar angesehen werden. Alle Geschaefte bei denen man sowohl Items kaufen als auch verkaufen kann (zu den Items zaehlen Fahrzeuge, Waffen und Objekte wie z.B. Benzinkanister) sind auf der Karte eingezeichnet. Beachte das fuer den Kauf mancher Objekte bestimmte Lizenzen notwendig sind, die an den auf der Karte markierten Positionen erworben werden koennen. Im Falle eines Todes wird das gesamte Inventar (mit wenigen Ausnahmen) geleert. Sicher sind die Items und das money jedoch auf der Bank oder bei anderen Lagern wie z.B. im Hideout. Sollte es zu einem Disconnect kommen ist der Bankaccount und die gelagerten gegenstaende (nicht die aus dem Inventar) auf dem Server gespeichert und stehen bei einem reconnect wieder zur Verfuegung. Lizenzen werden auch gespeichert. Sollte der Server die Mission neu starten oder wechseln, so sind alle gespeicherten Daten verloren.\n\n - Ein Wort ueber Waffen und Fahrzeuge:\n Du solltest deine Waffe immer geholstert(eingepackt) haben, um von den Cops nicht als Bedrohung gesehen zu werden. Dies ist durch eine Animation im Animationsmenu moeglich, welches ueber das Aktionsmenu geoeffnet werden kann. Wenn du ein Fahrzeug benutzt solltest du immer rechts fahren und auf Polizei-Kontrollen achten. Beachte, dass du dein Fahrzeug mit einer Aktion im Aktionsmenu oder mit dem Schluessel im Inventar auf und abschliessen kannst, sodass es nicht gestohlen werden kann.\n\n - Der Anfang:\n Als Cop solltest du immer mit den anderen Spielern kommunizieren und versuchen, andere Spieler ohne Gewalt zu verhaften, falls sie Straftaten begangen haben. Hierzu kann die Stun-gun verwendet werden. Scharfe Waffen sollten immer die letzte Option sein. Als erstes solltest du dich in der Basis ausruesten und dir ein Auto kaufen. Als Civ musst du haerter fuer dein money arbeiten und solltest dir zu Beginn des Spiels eine Autolizenz und ein Fahrzeug kaufen, um vorerst an einem der workplaces money zu verdienen. Wenn du genug money beisammen hast, kannst du workplaces, shops oder andere Objekte erwerben, um dir ein gewisses Einkommen zu sichern. ", "В этом небольшом обучении мы бы хотели объяснить основные аспекты игры. Для большей информации посмотрите брифинг или посетите форум BI.\n\n - Деньги, предметы и инвентарь:\n Деньги - неотъемлемая часть игрового процесса. Пока полицейские получают нормальную зарплату через определенное время, граждане вынуждены зарабатывать их. Законные пути заработать деньги: находиться на месте работы, покупать рабочих, выполнять различные задания, совершать сделки с другими игроками и т.д. Незаконные пути заработать деньги: грабить банк, торговать наркотиками или грабить других игроков. Больше информации о заработке можете получить в брифинге. Деньги и предметы хранятся у вас в инвентаре. Вы можете открыть его, используя соответствующую запись в меню действий. предметы могут быть использованы, удалены или переданы другим игрокам. Информацию о предметах можно увидеть в инвентаре. Все магазины, где вы можете покупать и продавать товары, помечены на карте. Имейте в виду, что вам нужно купить лицензию на оружие и некоторые другие лицензии, прежде чем вы сможете купить оружие и автомобили. Когда вы умрете, вы потеряете все предметы из инвентаря кроме ключей и тайника. Для того, чтобы сэкономить деньги можно положить их на ваш банковский счет, предметы - в тайник или в ваш транспорт. Если вы потеряете выйдете из игры ваш аккаунт сохранен на сервере, чтобы вы смогли сохранить ваши деньги после восстановления. Лицензии, также сохраняются. Заметим, что вся сохраненная информации теряется, когда сервер перезапусктят или сменят карту. \N\n -- Об оружии и транспортнх средствах: \n Вы должны всегда носить в кобуре оружие с использованием анимации меню, которое можно найти в меню своего действия. Использование транспортного средства: вы всегда должны убеждаться в том, что Вы водите по правой стороне дороги и следить за полицейскими контрольно-пропускными пунктами. Заметим, что ваше транспортное средство может быть забкрытоо с помощью действий. \n\n -- Начало работы: \n Вы всегда должны общаться с другими людьми. Предупреждать перед тем как стрелять и пытаться оглушить вместо того чтоб убивать мирных жителей. Первое, что вы должны сделать, состоит в том, чтобы достать спец пистолет, другие виды оружия или транспортное средство. У граждан в начале мало денег, рекомендунтся купить права и автомобиль. Вы должны купить водительские права и транспортное средство небольших размеров, для того чтобы добраться к месту работы и оставаться там некоторое время. Когда изаработаете достаточное количество денег вы можете купить на рабочих, магазины или другие вещи, чтобы получать доходы." STRS_mainmenu_AboutThisMission, "About this mission: \n We (Issetea and Fewo) started working on this mission in Operation Flashpoint calling it Nogova Life.\n The Nogova Life project began on 01.09.2006 and ended on 14.10.2006 when we switched to Sahrani Life.\n\n - Overview of all versions:\n 1.00: 04.11.2007 (First Release)\n 1.01: 10.11.2007 \n 1.02: 11.11.2007 \n 1.10: 17.12.2007 \n 1.11: 30.12.2007 \n 1.12: 02.01.2008 \n 1.20: 13.04.2008 \n 1.21: 15.04.2008 \n 1.22: 22.04.2008 \n ", "Ueber diese Mission: \n Wir (Issetea und Fewo) haben diese Mission urspruenglich fuer Operation Flashpoint entwickelt und sie Nogova Life genannt.\n Das Nogova Life Projekt begann am 01.09.2006 und endete am 14.10.2006, als wir mit Sahrani Life angefangen haben.\n\n - Ueberblick ueber die Versionen:\n 1.00: 04.11.2007 (First Release)\n 1.01: 10.11.2007 \n 1.02: 11.11.2007 \n 1.10: 17.12.2007 \n 1.11: 30.12.2007 \n 1.12: 02.01.2008 \n 1.20: 13.04.2008 \n 1.21: 15.04.2008 \n 1.22: 22.04.2008 \n ", "Об этом моде: \n Мы (Issetea и Fewo) начали работать над этим модом еще в игре Operation Flashpoint, известным как Nogova Life\n Работа с Nogova Life началась 01.09.2006 и закончилась 14.10.2006, когда мы перешли на Sahrani Life.\n\n - Обзор всех версий:\n 1.00: 04.11.2007 (First Release)\n 1.01: 10.11.2007 \n 1.02: 11.11.2007 \n 1.10: 17.12.2007 \n 1.11: 30.12.2007 \n 1.12: 02.01.2008 \n 1.20: 13.04.2008 \n 1.21: 15.04.2008 \n 1.22: 22.04.2008 \n" STRS_mainmenu_FAQ, "Frequently Asked Questions:\n 1. Is this the newest version of Sahrani Life?\n - Information about the latest versions can be found on the BI forums (Armed Assault/User Missions/Sahrani Life).\n\n 2. Who created this mission and how can i contact them?\n - This mission was created by Issetea and Fewo. You can contact them via ICQ (283-776-375) or X-Fire (Issetea), or just write an e-mail to sahrani_life@issetea.de.\n 3. I have new ideas - where can i talk about it?\n - Use the contact data above or write your suggestion in the BI forum.\n\n 4. I want to modify this version of SL. How do i do it?\n - At first you should contact the creators of the mission. Make sure not to remove any credits and don't change the version number, but to add a notice that it is an edited version. Please keep in mind that the creators still add things to the mission and you would have to add all the things you scripted to new versions. You also shouldn't change things such as raising the starting-money. Note: The SL team is not a scripting tutorial.\n ", "Frequently Asked Questions:\n 1. Ist das hier die neuste Version von Sahrani Life?\n - Informationen ueber die neusten versionen koennen in den BI Foren eingesehen werden(Armed Assault/User Missions/Sahrani Life).\n\n 2. Wer hat diese Mission erstellt und wie kann ich die Macher kontaktieren?\n - Diese Mission wurde von Issetea und Fewo erstellt. Kontaktmoeglichkeiten sind ICQ (283-776-375), X-Fire (Issetea) oder E-Mail (sahrani_life@issetea.de)\n 3. Ich habe Verbesserungsvorschlaege - Wo werde ich sie los?\n - Nutze die angegebenen Kontaktdaten oder schreibe die Vorschlaege ins BI forum.\n\n 4. Ich moechte diese Mission editieren. Wie mache ich das?\n - Als erstes solltest du die Macher dieser Mission kontaktieren. Stelle sicher, dass keine Credits geloescht werden und die Versionsnummer _nicht_ erhoet wird. Es sollte jedoch einen Hinweis (Briefing oder Intro) geben, dass es sich um eine editierte Version handelt. Beachte, dass du alle neu eingebauten Skripte auf neue Versionen ьbertragen musst, falls es neue gibt, da die modifizierte Version sonst mehr bugs enthaelt. Beachte: Das SL-Team ist kein Skripting Tutorial.\n ", "Часто задаваемые вопросы:\n 1. Это последняя версия мода Sahrani Life?\n - Информация о последних версиях мода может быть найдена на форуме BI (Armed Assault/User Missions/Sahrani Life)\n\n 2. Кто создал этот мод, и как я могу связаться с создателем?\n - Этот мод создали Issetea и Fewo. Вы можете связаться с ними посредствам ICQ (283-776-375) или X-Fire (Issetea), или просто отправить электроное письмо по адресу sahrani_life@issetea.de\n 3. Если у меня есть идеи, где я могу их обсудить?\n - Свяжитесь либо через контактную информацию, указанную выше, либо через BI форум\n\n 4. Как я могу улучшить эту версию мода?\n - Во-первых, вам следует связаться с создателями. Убедитесь, в том, что вы не удалили информацию о создателях, и не меняйте номер версии, но добавьте заметку, что версия редактирована. Пожалуйста, не забывайте, что создатели постоянно добавляют функции в мод и вы будете вынуждены все эти функции добавить в новые версии. Также, вам не следует менять такие вещи, как зарабатывание денег на начальной стадии игры. Заметка: В команде разработчиков мода нет скриптового обучения.\n" // Sat Cam // CAMERA // ################################################################################################dick STRD_cam_description_header, "Free cam", "Freie Kamera", "Свободная камера" STRD_cam_description_100north, "100m North", "100m ri. Norden", "100 метров на Север" STRD_cam_description_100south, "100m South", "100m ri. Sueden", "100 метров на Юг" STRD_cam_description_100west, "100m West", "100m ri. Westen", "100 метров на Запад" STRD_cam_description_100east, "100m East", "100m ri. Osten", "100 метров на Восток" STRD_cam_description_halt, "Stop", "Halt", "Стоп" STRD_cam_description_zoomin, "Zoom in", "Reinzoomen", "Увеличить" STRD_cam_description_zoomout, "Zoom out", "Rauszoomen", "Уменьшить" STRD_cam_description_resetbright, "auto. Brightness", "auto. Helligkeit", "Автоматический контраст" STRD_cam_description_nvgon, "NV on", "NV an", "НВ вкл." STRD_cam_description_nvgoff, "NV off", "NV aus", "НВ выкл." // Stun-Gun and Ammo // stun.sqf _art = _this select 0; _stunbullets = [ "B_9x18_SD", "8Rnd_9x18_MakarovSD", "F_40mm_White", 3 ]; // Stun Round Fired if (_art == "fired") then { _ammo = _this select 1; _bullet = nearestObject [player, _ammo]; if (not(_ammo == (_stunbullets select 0))) exitWith {}; _vel = velocity _bullet; _pos = getpos _bullet; _dir = getdir _bullet; deletevehicle _bullet; _teiler = (_stunbullets select 3); _bullet = (_stunbullets select 2) createVehicleLocal _pos; _bullet setVelocity [(_vel select 0)/_teiler, (_vel select 1)/_teiler, (_vel select 2)/_teiler]; _startTime = time;_flytime = 3; while {(not(isNull _bullet))} do {_ObjectArray = nearestObjects [_bullet, ["MAN"], 2];{if ((not(player == _x)) and (_x in playerarray)) then {(format ["if (player == %1) then {[""hit""] execVM ""stun.sqf"";}; %2 globalchat format[localize ""STRS_stunned_iamtheone"", %1];", _x, player]) call ISSE_pub_execPstr;deletevehicle _bullet;};} forEach _ObjectArray;sleep 0.001;if (time > _startTime+_flytime) exitWith { if(not(isNull _bullet)) then {deletevehicle _bullet;};}; };}; // When a Player is hit by a Stun Round if (_art == "hit") then { if ( (isstunned) or (not (alive player)) or ((not(vehicle player == player)) and ((speed (vehicle player)) > 1)) ) exitWith {}; if (not(vehicle player == player)) then { player action ["eject", (vehicle player)]; sleep 0.2; }; // Configure the Stunned Camera isstunned = true; _camera = "camera" camCreate [(getpos player select 0),(getpos player select 1)+5,(getpos player select 2)]; _camera cameraEffect ["internal", "back"]; _camera camSetPos [(getpos player select 0),((getpos player select 1)+10),(getpos player select 2)]; _camera camSetTarget player; _camera camSetFOV 0.700; _camera camCommit 0; waituntil {camCommitted _camera}; _weapons = weapons player; if (count _weapons > 0) then {{player removeWeapon _x;} forEach _weapons; call compile format ['waffenhalter%1 = "weaponholder" createVehicle getpos(abstellkammer); waffenhalter%1 setVehicleInit "this setVehicleVarName ""waffenhalter%1""; waffenhalter%1 = this;"; processInitCommands;', rolenumber]; sleep 0.5; (format ["{waffenhalter%2 ADDWEAPONCARGO [_x, 1];} forEach %3; waffenhalter%2 setpos %4; if (isServer) then {[waffenhalter%2, 300] spawn ISSE_DeleteVehicle;};", player, rolenumber, _weapons, (getpos player)]) call ISSE_pub_execPstr; sleep 0.5;};titleText [localize "STRS_stunned_enabled","plain"]; (format ["%1 switchmove ""%2"";", player, "AdthPercMstpSnonWnonDnon_3"]) call ISSE_pub_execPstr; sleep StunActiveTime; if (alive player) then { _camera cameraEffect ["terminate","back"]; titleCut [" ","Black in",1]; camDestroy _camera; titleText [localize "STRS_stunned_disabled","plain"]; sleep 1; if (!(createDialog "stunbutton")) exitWith {hint "Dialog Error!";}; }; isstunned = false; }; _art = _this select 0; if (_art == "use") then { _item = _this select 1; _anzahl = _this select 2; "hint localize ""STRS_inv_item_selbstmordbombe_globalmsg"";" call ISSE_pub_execPstr; for [{_i=5}, {_i >= 0}, {_i=_i-1}] do { titletext [format ["Bombcountdown: -->*%1*<--", _i],"plain"]; sleep 1; }; if (!(alive player)) exitWith {}; call compile format ["autobombe%2 = ""Bo_GBU12_LGB"" createVehicle %1;",(getpos player), (round (random 2000))]; [_item, -1] call INV_AddInventoryItem;};JFIFddDuckyAAdobed      !1AQaq"2R#BrTb3c4CSsd !1AQaq"2BR#SbrC3cs4 ?h6e-Tlo)n>Blo(*>Blo)++>C;8|Cug7'N>n;7.P9>h%7@0d9Kr0rg)z~C ;c_ۍ[ gQIWtk7ɶvƛes;ND|J}&!#79ƇaWy hҮ3Ʀnd[&MepەĮz~r}uՋ0cĝ|giH\m8v)]Wqm>Qї!PA o&J@@@R^K_  h9LUk,Tˆӹ6w?f>q |X1w~W'/̲E~lڪkb:,ci_OU˕S2oIF#+зԅHe)_1ݷf0xTxٴvoOdt )!%GWHv F#%KcDԍ(X{}Hm2RYWM,v`~W*e~UYkpZ$U>4`۔cdpSogDw2@;&09/|g0q>\w E5ݜMmp"f@@@>5:~?>&hzSSWpSC3&*-VKkg|kbq2+MVzphQ>5t*L;=9ff5|1/.9Rv鶭)Sđ=X'9=[R粛*WR1~-uehppBH3eic] =P3'﹖O%ƙ83nһ #}n2zhiG\4>a}^>a}ZÒ88KYUAFF>3FvrYEA_1@I2%)Kx+1H@@@=9wc{MēFJ)<\ -Կ'ԬTd&ޭ۷'gRp|gܟ23,Lӕ= R@OA:EݽɥW^rtG-Y :gz4.[NlY,NϋZ^r͸azE@?A>w{Iv4:E7!W&Ec>}M82 ̊ę'a#iv$*YPVRd9)ú+f J'q2gV:khnj"h2N%ԌБj6-%"Lt2&RDf8#HLF JTd#q0Ӊ5+0ԑ&H!2ۺhc3rZƩR9]K|.WX{o)TnBm#"UauR۔!ISd|rY%DL_*_ 1¨$'v֜19;zغ}<[lvN$t1q'nWUwgOWe-n}AzewkOc8>uBuZG8Kʸ|ͨPR2v5Ӧ5>r|%qrDJ|ax6p:'&r,e70o0:8 k4]Qz|UK S>I.GoƮZ09zkr.؞ ƮW}K'O'7鎿,E:r|{3o.0W4fY~~s_ȯS/Ow:Ǒi* *^hz̒lp&M[J?ypdw~ӛ4 }NlvT>ƟwwA!Mʷ#WEpNm&XTe(%%N!Ygg5)<@@@3ۺCFik?(q4jld`*opUʻwp9-x(|+RHȱ GIui.)ÁДG2)}RUԮ q>kO1bˉ.NTӝ4l[#[BzbrW%NJg|'/oa?SlsD+]j8^a@ijl0KQ2pq FK_fW˙8xzh`2wf3.e32q.EI2+BlDc*6芍bltX'*6DTmL':lT#&Z 82G޵O ]oYU}O*0A6Gk89݆E&]N::N/m?aJ9^P&ajW&<ɞvm4dFQA"@&J@b RoڱRe*Wn̲LC' C# Cb͌CɌC' Cbcsn;GnUAaQI,lDmĢЩ:̩H&cɨeU!R6v%;&dwqQ;%]RfZ5 Q$H 5A:V-ԣgU4,OGJb&cl~u0B883]-Y;Tt^y? 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Ej1E}3t31-. r©p9o81C>jUeU2{;vzH7rRkCA-Ԭg7NxҩMJuڕҘ`i)j[^UҲ}l/P+(Fz鉟Tr4?['EUbj*u]$EAQ_&UdIRG5ݔmWq8%꠩/"F cY5s7r*<3$eFFr] `j l:v41\Y7+|Gr;GrO|C ='0C !c}2(ZgL@@@ g]`oP2VkۦLO^+}9FXv},P]bypha ##bp&lBf2c9w.TE ԓ,D ]Hhݡ'tȯAO] bdPoe}+M7n"w,J_Uwұut#9`ޖ&鲋ڒB.T:yzf틪V͘x:YrZNn]i-ogky9+*zɭ t+^ 8Ub?H3i4Os޽k`.x\3l&wfүM}P=}SkNew"⟗C8۳1g˹Hy<|%w0M) ]M-0E br$BD P"E@* `L߰3=R[ R=T1e.OQ,3:u5ڸ^mn:p쵓i@u=A:ٻzƣF)U*Yuzi(h!oIm:Ɩ'=X8fBv0) then { format["%1 assignAsCargo %2; [%1] orderGetIn true;", INV_LocalTaxiKunde, (vehicle player) ] call ISSE_pub_execPstr; workplacejob_taxi_kundeactive = true; _warte = time; waitUntil {(INV_LocalTaxiKunde in vehicle player) or ((_warte+10) 5) and (player distance workplace_getjobflag_2 > 5) and (player distance workplace_getjobflag_3 > 5)) and (_action == 1))) then { player removeAction workplace_gettaxicancelaction; _action = 0; }; }; deleteVehicle INV_LocalTaxiKunde; deleteMarkerLocal _markername; workplacejob_taxi_kundeactive = false; workplacejob_taxi_kundebeginn = false; if (isNull(INV_LocalTaxiKunde)) exitWith {}; if ((not(alive player)) or (not(alive INV_LocalTaxiKunde)) or (not(workplacejob_taxi_active))) exitWith {}; }; player removeAction workplace_gettaxicancelaction; sleep ((workplacejob_taxi_sperrzeit)*60); workplacejob_taxi_active = false; workplacejob_taxi_sperre = false; }; if (_art == "canceljob_taxi") then { player removeAction workplace_gettaxicancelaction; workplacejob_taxi_active = false; }; JFIFddDucky<Adobed        !1AQqa"2B#rRb3CS$!1AQq"a2BRbrҢ#3C4 ?1#Feq6k#Q2L9tk f+#F]q4{6K>L{'DUۛpi:T\5{s'iCxƉLt Y[]Ƿ~F̝) V@@6!IX!!!!!#: \S[%aΩJAU=S-(ڶ8/-%"f,hTjꀿr$}27hS=c7KHsOqu(/8ћV&0邥q6l2Tmڣl6{DLmZ0T'İoە\Җ$֋E+$em4g 9(۶{éD+3 0~_E#YVB@V1Y Xd*TcBDDD{D5s#B62S[&a<@v2vfso(aI`جeVdN+QΈͩIc IK0OM9x osDLuĠ6;fJO 벢Qz{>f!!!&jaDëCqD}qcmB}3ۈֹRi-^ =vXcΓY^i3^۩i,o2R&=.J0n+2KDawN:7 I:+%_eSv8㤑-sl2mٛV&0 $ɡ1@;S F#Q0ƣ!Fëf{nJB]ϡUJS㡸*&j~ K+uki1l,/v[}Qisay}r(%?1:ЇT?ȹ4@0d4$&#2J N\¨M|yYSQZ1=K5_=%,5Q&j˒Tс]vRIS(]}Sjd鱮6>5liư̍1@3XL`Ll*,ݞ|Ry(x}7Yy056v6֑腴'\zWe7M[x|{Y//3_+F.=U׷4õ2먄h¼0 ѿKL|Acdzݼ#TOG,$ꞥt۬_sј)-{M5o&;BN2X=ieu ixQ)cIr.@6r=`t@}j+&t~z{;fMqHdS׶4.d/滘)kx4r ު<$*0.rr@N#k'"R:h0㶶N /wgv(me=CI.i,U]n#6]?W.\h Lkiq0 sK,/o̍FױCmY$iUeۗ-· 19/nkVooBh+U uJ\8[t/S\m,2CNjҭcawfo=R")`:v%eٳ^84B<ҟۚ‡uzE5vZ[TRJ_}E厑^enxAe^Vѽe)֜j˿s5su,Y\\fO쬡b;')ɊT'0Nrz@HY D¬60;J֑s|zy%a}g胷vuf -Ywk4Vְ[F#{NϐRWJ.=" LO(8GFP-lz4/\6Y'PBODwq6E>H23*ڭb]t{~ڕIZjNeOeI%<vv3EeMK /4vm]<:Q9ɁWNmӶKZr=cC'NGW)z^ٌ=_qPIĚe)D%3WN%FJca54ֆaюm;sIy™*?K9r8#q$4@O6sav7k8tC v+Ʉc6jSzrc6ϐhMx{OhXG7/}?{b1xf#8E3uе9#$.x0-OgBR|koq]#;PTy?qY?)۲)捸7EkL0]GndFM|O;hQfv=J"B"B5m[3q=ڪ.M`>5õw[>i /+ 4˔ Uҭo{%n3KS@<4+ZPXGKbBz!"s<akdq3Ik"|B]QjMV]Oy[4:Q7,*2^z}:e'3dp ƺVl\yRWJN=" X NHS8N#ZJkdC Sa F\bٶ/-{cw}~s15ps֌Y5rxHG#Cp{Ni=uZkU| hƒ(|RUdgyΨm@>gǫ uͿ8#6[՛ 'ËOrc>!>nN䶯\4.&LP3pm~ZXyp[L>ԭcH'B]Ӻ%/4 q#*^uIݟL."B"B41WkлjEh{"{C_OӜ?pXʮ60iq0 S gl`#GeZX7kq7UuM=;X[m|ܾE,qd\Jk7ə'G$e`Ȟ4')/NBO!)BE J:pZmMѢ̡Cļ*HwwkMـ20 }]^wJ\Y)IF)QW|*_f#zϧ%ie0}o}yAۏonB?}[[Gl9ҊMCֿ;UY1O rk@pxۣulwAtj7n ٚo):R`fx~}ZN_6!=ƪ⧌ Ȅ(yqR 93ѤHDHE$Ai#3q7P馥qۭ[suteOګmMy0TZ3'ܫ\y| ۽O$gg5`VR1fY]E)+%`H<' ;9g!] G&Lr?YaRr HC|x^ 76/wa>oE~Fkрo&1QXK 8롦pvg̿^ꜫV&4nFFo\^>|'OU&'{WLkM:1})Peܻ8t22aCTBEE+6bM 7nn4NRSH'n@G8$plvxvqX!r2)B Ȩ #5I!J.9 yX '+D`Ȟ<秤w\cyeFikmm6C=U.'ҫ ꜖sZK$! smg~Ǣy߸Im$y $$ԓ%[ymX\4'Kp#EA@NP s)1+."*D6qT< 'YKy,<̞$p83*ѽ10Ǩ ‰0N!, 'C+D䁥0/= yXOHS8)YG ehhwrSv0ϋU^FdЪ`+KwM!y[Ğ'[nᷭ_}ٺw hUyv\_UNJ=OLVN|r}c)]9" L)M$p$u0zcAvȘLl;&XC"X'$G+D`'89dtaB;c4$;o-(K*-gh#CJ%pilv/vg iީX] iJQ^?nasU/yIlGĨqJ\bgZDbSnE"@RΥ <̒ '"B"B"B"B"B"B"B"B"B"B?//Beam yourself away from Trained Terrorshop if you are not a Trained terrorist.... // if (isServer) exitWith {}; while {true} do { if ((not(isterrorist)) and (player distance gunbox_terrorboxspawnshop_logic < 10)) then { player setpos [ getPos player select 0, (getPos player select 1) +10, getPos player select 2]; player groupchat localize "STRS_not_trained_terrorist_for_shop"; }; sleep 1; };JFIFddDucky:Adobed         !1AQa"q2BR#3brSC$4!1AQaq"2BRb#r3Cc ? HSU%:1FT%hV*%5"4KDiDPO)(s& *"'T̯be|3)MةW!DW,Р $ʔIfHM0UtZmDu_-?nۨiu D[0Q+V St&*6BɭV*%QD( `"(%:1FD qRVRQ QB@H .tzyO}y9W\E_yX*d?479rt`1|pU0Hfn˗C[OX]]H"ħ'R&AT@xKB1QYJ=53"fGKS2 ^dJ2Q@D LCd&Ut*LjhRp*TJlbK%kHUaH%u+hh(i$h XA;$fcL tEcvxYw(0H!R-u*T%jԴG1 XwgFc#r}n/Y5WV:D\6DxE+X%#Tng2FX8užLqn-cqrz2m)e%^MEюa,p$ĒS6MRKh駎v9c h%`nz8 TiVzeq#p`j#E(K >Axq;}7)-FoauzGGGo#E|<)ed_ӒlY#zCVqu)FG6ն4V*xv.o,2eMٓ=NzWbf>K:e!T|gRn/892w"ro |~K:Y?: Khqde)1fklvvbA? v5p L/B>ja蚁vroX[&d{WC( BUKRt]?I *_0-gG> v'AS?jطtO9 N M#+u+QաYhؓ}'\riʆqcƂfDjv._?g8;;l{no=V%cU9V LuVH鱒RNs `XȢI!5Zq#X*Q]JqZd5ԊkH9L[Jeak&cYl+"E\}!A5W#~>k~ߦ [(㕫̗WmGcY?^$/hfVITt[)Ė t=Ї2fQ(dr͏)/u"۞Яffn3UP# @q[TTB6 -4L+4bC&xd1Od(d+u,z Uy`{W0y*Nxң8ł`,zT 2 EڽYQHZ!R?>C4)P[~W:Č8P$1>KyFlВ}k+iK˔e"^PmnVt.~J$)/KLA>snسK֨òʔɶ 8β(,( h׎*)/KUJFZI+ L΀P@leu~(Y2I9,AF{osQ4Hv%.+`g$b蒓&!I=[d!0G6Q͋ pom+_> qy6/Ƹ! b[w9gj:eq)q53}?JO෎pÕ>$D;dƸ쑐-jdlqۣNDEFh0M%5@R#D~ItU\k-Dg 2dA+A#JZjA|i*ˢadf^"ae&n6Zo_#kG,;ןiGӈ%kq\c䇚I^CgݥcVMF WFm'2̟)?pm8xg#LI)UooZ+&`X OrNO TL̔ Q xGi3s;&I"wNt. 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H.@sOY_.QdɚUΏE٘˓$7\֠n^X$3JJz`$ ^,Kdn$76!"U0*@Q{k.a^l_$] ۖZHCFV>. `Ct޲0Q9SWX"eh"# qJҕ뚾y͆:o 9!|5t'2V#xdݸK-FTr^I6L&EE-2EHL=Jzˏ Ozˏ Gzˏ _;\xJ|x\xJwx`-< N;o\x߮'޲,x<%|h\xJwUq+ުSEު¾0wUq(׬YqG~`-< N;/CFac-JW, (INV_inactive_vcl_maxtime*60)) then { for [{_i=0}, {_i < (count INV_PLAYERSTRINGLIST)}, {_i=_i+1}] do { if ((INV_PLAYERSTRINGLIST select _i) call ISSE_UnitExists) then { if (((INV_PLAYERLIST select _i) in _vcl) or ((INV_PLAYERLIST select _i) distance _vcl < 150)) then { _idle = (_idle/2); }; }; {if ((_vcl distance (_x select 0)) < (_x select 1)) then {_idle = 0;};} forEach INV_VehicleGaragen; }; if (_idle > (INV_inactive_vcl_maxtime*60)) then {_exit = true;}; }; sleep 10; if (isNull _vcl) exitWith {_deleted = true;}; if ((not(alive _vcl)) or (_exit)) exitWith {}; if ( (((_vcl distance _spawnpos) > 20) or (locked _vcl)) and (_vcl distance _idlepos < 150) and (count(crew _vcl) == 0) ) then { _idle = _idle + 10; } else { _idlepos = (getpos _vcl); _idle = 0; }; }; if (debug) then { debugarray = debugarray + [ format["Deleting/Respawning Vehicle: %1 (%3) - %2.", _vcl, _spawnzeit, _vcltype] ]; }; if (not(_deleted)) then { if (not(alive _vcl)) then {sleep _deletewait;}; }; if (_spawnzeit == -1) exitWith { if (not(isNull _vcl)) then { call compile format ["if (!(isNil ""%1"")) then {%1 = []; PublicVariable ""%1"";};", format["%1_storage", _vcl]]; call compile format ["if (!(isNil ""%1"")) then {%1 = []; publicvariable ""%1"";};", format["%1_maxWeight", _vcl]]; call compile format ["if (!(isNil ""%1"")) then {%1 = []; publicvariable ""%1"";};", format["%1_Weight", _vcl]]; _vcl setVehicleInit ""; call compile format["%1 = nil;", _vcl]; deleteVehicle _vcl; }; }; sleep _spawnzeit; call compile format ["%1 = _vcltype createVehicle _spawnpos; %1 setVehicleInit ""this setVehicleVarName """"%1"""";""; processInitCommands; %1 setpos _spawnpos; %1 setdir _spawndir;_vcl = %1;", _vclname]; }; }; // Vehicle-Informaton and Hideout Info script // vehHidoutInfo.sqf _array = _this select 3; _art = _array select 0; if (_art == "vehicle_info") then { _vehicle = _this select 0; _caller = _this select 1; _type = typeOf _vehicle; _driver = "No driver"; if ((_vehicle emptyPositions "Driver") == 0) then {_driver = driver _vehicle;}; hint format[localize "STRS_hints_vehicle_information", (round(Speed _vehicle)), (round((1 - Damage _vehicle) * 100)), (round((Fuel _vehicle) * 50)), _type, (round(getdir _vehicle)), (round(getposASL _vehicle select 2)), _vehicle, _driver, (_vehicle emptyPositions "cargo"), (round((sizeOf _type)*10)/10)]; }; if (_art == "hideout_besitzer") then { hint format[localize "STRS_hideout_flagowner", (_array select 1)];}; // Weaponbag.sqf _art = _this select 0; if (_art == "use") then { if (vehicle player == player) then { _deleted = 0; _deleteds = 0; {deleteVehicle _x; _deleted = _deleted + 1;} forEach (player nearObjects ["weaponholder", 5]); _deleteds = _deleted * 4; player groupChat format[localize "STRS_inv_items_weapondeleted", _deleted, _deleteds]; ["stahl", _deleteds, "coplager_global", ""] call INV_AddItemStorage; } else { if (meltsperre) exitWith{player groupChat "You have to wait 5 minutes until another weapons impound";}; format ["clearWeaponCargo %1; clearMagazineCargo %1;", (vehicle player)] call ISSE_pub_execPstr; ["stahl", 2, "coplager_global", ""] call INV_AddItemStorage; player groupChat localize "STRS_inv_items_weaponcargocleared"; meltsperre = true; publicvariable "meltsperre"; sleep 300; meltsperre = false; publicvariable "meltsperre"; }; };INV_CreateGunboxLocal = {}; INV_DialogPlayers = { private ["_c", "_Fid", "_Fname", "_Fingame", "_Findex", "_Flistlen", "_Feigenenum"]; _Fid = _this select 0; _Fname = _this select 1; _Fingame = _this select 2; _Findex = 0; _Flistlen = 0; _Feigenenum = -1; for [{_c=0}, {_c < (count INV_PLAYERSTRINGLIST)}, {_c=_c+1}] do { _Fspieler = INV_PLAYERSTRINGLIST select _c; if ( ((_Fingame) or (_Fspieler call ISSE_UnitExists)) ) then { if (_Fname) then { _Findex = lbAdd [_Fid, format ["%1 - (%2)", _Fspieler, name (call compile _Fspieler)]]; } else { _Findex = lbAdd [_Fid, _Fspieler]; }; lbSetData [_Fid, _Findex, format["%1", _c]]; if (_Fspieler == INV_ROLESTRING) then {_Feigenenum = _Flistlen;}; _Flistlen = _Flistlen + 1; }; }; [_Flistlen, _Feigenenum]}; INV_CreateVehicle = { private ["_classname", "_position"]; _classname = _this select 0; _position = _this select 1; _INVMaxWeight = 0; for [{_c=0}, {_c < (count INV_VehicleWeightArray)}, {_c=_c+1}] do { _INVClass = ((INV_VehicleWeightArray select _c) select 0); if (_INVClass == _classname) exitwith { _INVMaxWeight = ((INV_VehicleWeightArray select _c) select 1); }; }; call compile format [' vehicle_%1_%2_MaxWeight = %5; vehicle_%1_%2_Weight = 0; vehicle_%1_%2 = _classname createVehicle %4; vehicle_%1_%2 setVehicleInit "this setVehicleVarName ""vehicle_%1_%2""; vehicle_%1_%2 = this; clearWeaponCargo this; clearMagazineCargo this;"; processInitCommands; INV_VehicleArray = INV_VehicleArray + [vehicle_%1_%2]; " INV_ServerVclArray = INV_ServerVclArray + [vehicle_%1_%2]; if (""%3"" != """") then {[""CreatedVehicle"", vehicle_%1_%2, typeOf vehicle_%1_%2, %4] execVM ""%3""; }; " call ISSE_pub_execPstr;', player, round(time), INV_CALL_CREATVEHICLE, getpos _position, _INVMaxWeight]; }; INV_CreateWeapon = { private["_class", "_menge", "_crate"]; _class = _this select 0; _menge = _this select 1; _crate = _this select 2; _crate setDamage 0; _crate addWeaponCargo [_class, _menge]; if (INV_CALL_CREATEDWEAPON != "") then { call compile format ['" if (""%3"" != """") then {[""CreatedWeapon"", ""%4""] execVM ""%3""; };" call ISSE_pub_execPstr; ', player, round(time), INV_CALL_CREATEDWEAPON, _class, _menge, _crate]; }; }; INV_CreateMag = { private["_class", "_menge", "_crate"]; _class = _this select 0; _menge = _this select 1; _crate = _this select 2; _crate setDamage 0; _crate addMagazineCargo [_class, _menge]; if (INV_CALL_CREATEDWEAPON != "") then { call compile format ['" if (""%3"" != """") then {[""CreatedMag"", ""%4""] execVM ""%3""; };" call ISSE_pub_execPstr;', player, round(time), INV_CALL_CREATEDWEAPON, _class, _menge, _crate]; };}; INV_CreateItem = { private["_class", "_menge", "_stor"]; _class = _this select 0; _menge = _this select 1; _stor = _this select 2; [_class, _menge, _stor] call INV_AddItemStorage; if (INV_CALL_CREATEDITEM != "") then { call compile format [' " if (""%3"" != """") then {[""CreatedItem"", ""%4""] execVM ""%3""; };" call ISSE_pub_execPstr; ', player, round(time), INV_CALL_CREATEDITEM, _class, _menge, _stor]; };}; INV_CreateObject = { private ["_classname", "_position", "_dir", "_objname"]; _classname = _this select 0; _position = _this select 1; _dir = 0; if (count _this > 2) then {_dir = _this select 2;}; _objname = ""; call compile format [' object_%1_%2 = _classname createVehicle [0,0,0]; object_%1_%2 setVehicleInit "this setVehicleVarName ""object_%1_%2""; object_%1_%2 = this; clearWeaponCargo this; clearMagazineCargo this;"; _objname = "object_%1_%2"; processInitCommands; object_%1_%2 setdir %4; object_%1_%2 setPos %3; INV_ObjectsArray = INV_ObjectsArray + [object_%1_%2]; "INV_ServerObjArray = INV_ServerObjArray + [object_%1_%2];" call ISSE_pub_execPstr; ', player, round(time), _position, _dir]; _objname }; INV_DeleteObject = { format [" if (not (isNil ""%1"")) then { if (not(isNull %1)) then { if (isServer) then {%1 setVehicleInit """";}; 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if (ENV_wetterfog <= 0.3) then {ENV_wetterfogmsg = localize "STRS_ENV_wetterfogmsg1";}; if (ENV_wetterfog > 0.7) then {ENV_wetterfogmsg = localize "STRS_ENV_wetterfogmsg3";}; ENV_wetterrainmsg = localize "STRS_wetterrainmsg2"; if (ENV_wetterovercast <= 0.3) then {ENV_wetterrainmsg = localize "STRS_wetterrainmsg1";}; if (ENV_wetterovercast > 0.7) then {ENV_wetterrainmsg = localize "STRS_wetterrainmsg3";}; ENV_wetterovercastmsg = localize "STRS_wetterovercastmsg2"; if (ENV_wetterovercast <= 0.3) then {ENV_wetterovercastmsg = localize "STRS_wetterovercastmsg1";}; if (ENV_wetterovercast > 0.7) then {ENV_wetterovercastmsg = localize "STRS_wetterovercastmsg3";}; _windX = round(wind select 0); _Xrichtung = ""; if (_windX < 0) then {_Xrichtung = format [localize "STRS_wetter_wind_xrichtung_ost", abs(_windX)]; }; if (_windX > 0) then {_Xrichtung = format [localize "STRS_wetter_wind_xrichtung_west", abs(_windX)]; }; if (_windX ==0) then {_Xrichtung = format [localize "STRS_wetter_wind_xrichtung_still", _windX]; }; _windY = round(wind select 1); _Yrichtung = ""; if (_windY < 0) then {_Yrichtung = format [localize "STRS_wetter_wind_xrichtung_sued", abs(_windY)]; }; if (_windY > 0) then {_Yrichtung = format [localize "STRS_wetter_wind_xrichtung_nord", abs(_windY)]; }; if (_windY ==0) then {_Yrichtung = format [localize "STRS_wetter_wind_xrichtung_still", _windY]; }; format[localize "STRS_forecast", ENV_wetterfogmsg, ENV_wetterrainmsg, ENV_wetterovercastmsg, _Xrichtung, _Yrichtung] }; while {isServer} do { if (random 100 > 40) then { ENV_wetterfog = 0; ENV_wetterovercast = 0; }else{ ENV_wetterfog = random 0.7; ENV_wetterovercast = random 0.99; }; ENV_dauer_wetter = (random (30 * 30))+10; ENV_wetterrain = round(random 1); _sleeptime=15; publicVariable "ENV_wetterfog"; publicVariable "ENV_wetterovercast"; publicVariable "ENV_wetterrain"; publicVariable "ENV_dauer_wetter"; ENV_dauer_wetter setovercast ENV_wetterovercast; ENV_dauer_wetter setfog ENV_wetterfog; _OvercastProZeit = ( (-1*(overcast - ENV_wetterovercast)) / ENV_dauer_wetter) * _sleeptime; 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_money = 'money' call INV_GetItemAmount; if (_art == "holen") exitWith { if (localhuren >= maxhuren) exitWith {role groupChat localize "STRS_arbeiter_zuviele";}; if (_money <= huren_cost) exitWith {role groupChat localize "STRS_arbeiter_nomoney";}; ['money', -(huren_cost)] call INV_AddInventoryItem; player groupChat format[localize "STRS_arbeiter_gekauft", rolestring, (huren_cost call ISSE_str_IntToStr)]; _arbeiternummer = localhurencounter; localhurencounter = localhurencounter + 1; localhuren = localhuren + 1; _hoenumber = localhurencounter; _hoename = player; call compile format [" ""SoldierGCaptive"" createUnit [position player, group player, ""%1hure%2 = this; this setVehicleVarName """"%1hure%2"""";""]; _hoename = %1hure%2;", rolestring, _hoenumber]; processInitCommands; (format ["if (iscop) then {%2hure%3 addaction [localize ""STRS_arbeiter_copaction"", ""someCompile.sqf"", [""player groupChat format[localize """"STRS_arbeiter_meister"""", %2];""]];}; if (local server) then { publicarbeiterarctionarray = publicarbeiterarctionarray + [ [%2hure%3, %4] ]; };", _hoename, rolestring, _hoenumber, player]) call ISSE_pub_execPstr; call compile format ["arbeitermoney%1 = 0;", _arbeiternummer]; _hoemoney = 0; _exitvar = 0; _a1 = 0; _action = 0; while {true} do { if (_exitvar == 1) exitWith {}; {if ((player distance (_x select 0)) < (_x select 1)) then {call compile format ["arbeitermoney%1 = arbeitermoney%1 + (round(random hoemoneyprosekunde));", _arbeiternummer];};} forEach workplacearray; for [{_i=0}, {_i < 60}, {_i=_i+1}] do { if ((player distance _hoename >= 5) and (_a1 == 1)) then { player removeaction _action; _a1 = 0; }; if ((player distance _hoename < 5) and (_a1 == 0)) then { _action = player addaction [localize "STRS_arbeiter_moneyaction", "workers.sqf",["money", _arbeiternummer]]; ; _a1 = 1; }; if ((rolecop == 0) and ((vehicle _hoename) DISTANCE copbase1 <= 75) and (alive _hoename)) then { player groupChat localize "STRS_arbeiter_in_copbase"; if (not((vehicle _hoename) == _hoename)) then { _hoename action ["eject", (vehicle _hoename)]; }; _hoename setpos getpos hospitaltent; }; if ((rolecop == 1) and ((vehicle _hoename) DISTANCE terrorhideoutlogic <= 250) and (alive _hoename)) then { player groupChat localize "STRS_arbeiter_in_terrorbase"; if (not((vehicle _hoename) == _hoename)) then { _hoename action ["eject", (vehicle _hoename)]; }; _hoename setpos getmarkerpos "cophospitaltent"; }; sleep 1; }; }; player removeaction _action; sleep 15; deletevehicle _hoename; }; if (_art == "money") exitWith { _arbeiternummer = (_this select 3) select 1; _arbeitermoney = call compile format ["arbeitermoney%1;", _arbeiternummer]; if (_arbeitermoney > 0) then { //['money', _arbeitermoney] call INV_AddInventoryItem; WorkerHoeEarnings = WorkerHoeEarnings + _arbeitermoney; call compile format ["arbeitermoney%1 = 0;", _arbeiternummer]; player groupChat format [localize "STRS_arbeiter_moneyabnahme_ja", (_arbeitermoney call ISSE_str_IntToStr)]; } else { player groupChat localize "STRS_arbeiter_moneyabnahme_nein"; }; }; JFIFddDucky<Adobed         s!1AQa"q2B#R3b$r%C4Scs5D'6Tdt& EFVU(eufv7GWgw8HXhx)9IYiy*:JZjzm!1AQa"q2#BRbr3$4CS%cs5DT &6E'dtU7()󄔤euFVfvGWgw8HXhx9IYiy*:JZjz ?*UثVKc `dE"[Ur$*ʹ\US"KZ~=2ۮ+tO˨ۙw=3/"Hc6E'C_)CcͣQ\R?y&ڎm!"Ef.,ɹ.;WF7/+eqcT,cg +B;d%QrkH R,EamK.>eà֒#5剣Qfܿ{58,Gwu2#b\rc ˓ǔTr` qdL I I8X,ZŬUثWb]o`^"["dKtBoVE"Y K:o% 1(sz.ϊ_Or$K@@E :ק`iY/]J0[~;FKYsgU^I,c _@ 1YMDl34zTWi]#E#y m# $!J_~o.31>?8F$O /: St9{ςXc!D!r\)EXi& )03j+N`Z†CWb]v*+axȶ뀶UF@D*ȗ"]V\]4 ӕN@ .~1%[Gmn>|Os<26_Uiy}%MWj7=r6!)oX1RIJȲOo$}-6 =BY1DuU~lǥ~o4#ЧNoj"Q^% $!18FM_NFm7q qid<敢uQՈ̒h:8D@4 f68Dt '$?[AǴ?Ff/3'gƈG1G0&Y0H(Ɇ64 YZp-ab(v*UثWb[AxȶEȖ誮DY@0 2@2+[y%~uzf4Y *[1_1\ޘ? #w9B}?_2 %tP"=Vrus#,BT|$&g$`0 x0Id2<䎒M;R&1<[ocP+ /~0k:5]5 $O,&1%,Ф 'P&Xi0ԎQܵh;Wǟ޻Pޯ &rW-(6}j%\M;˷9?<ˊdȬ4~\23шn =6-_/OdS5ɇj-<$$ÅXثWb]\02 *.DYr%Ȋd t˕]FU$ޣf\=Cć@N 靊]}oR猲3|6ͦas-ND?$2 WbG)wsO'#I`Gr]'O>ԞGv-Zy%.J 0EaǒdDQXp-ab(v*UثWb[AxȶEȖ誮DY@*rʁd^T q$z*5k`[R#Xf檐H$qPr>`dw5q/e L.(;مk{(>g e(D-Ln'~՝pǸ2 &<ᘶ7h3VHk,=|cT%ؼghL>zM_ t@[)4kQ皽N~#Cv7e Ms߱w]Pkj'i$g'XO a6`E3s.])Lbe|'x#?BklnO~gEgH0r\ )Ixl6 /]7C#mp\ژ4Awعuq({{-WOm#+:SBHWn)Lj8Z4N)e?<8n/ƴ45h&AbH'zCu {;UzI [i{2C}3۞!laԗOQdNKrL~c40)}<@w@R/0JgA2JיL`y_h4jO>5[iҳEl9XY$ $Oov1#TOYf_dYI~'ȓQ^fnjd8a[~4,ftiT&kcL˔~HlgH^~F@~Z Q즪xHKJϻm&n K<zJuV>_ AsrG`*^bvzbVOvG3P̟!5VS~6$쨴*>͎ /jGjcba1y.H7D!^C?}%h4y)(zI#ZVfqP{9=be~VɫG"P{?!ٰ=Q)OSQD0sOrX%gdpO#VyrvbM_0y}?{(a@KGt>ğQ=ί=܄"X!̾ѐ1bmdKsjU$P{ԷK ǥ'$om_}Tƅ×-Pv\A8\,{u{wU⼉Rx#N^h2'`jRowr7ME%,K8Oz/kNF"c$̾bU4\fܳN6f6nO13"00%=Oݰ<}7_]TڃY@HM\'y\X]չ ,ˈd p?_IeȧWf.n㾟N-uHH0bb%>OMM.lϓ;rڒc^e 1 }s},q =9DrmϚmin#@NL2qnSDh* "8cI9৺ۈcG A8tBzZ(ӈGn^?8+i\B-@t'c@}O2r\%s6uu)EX%4EQSJMp18tR&Ý$$in4L9z}Ά~飪NjnjSzǭpGò"ٗObkfyrN.<Ղ]ج!Kćgϊ2{_q63mu*Z?KfdUؘy[5f>ASFcA(D}8/a(ׯ$hBۥ1"޽.:Xw^?nXN8ǐw׽6}b,}: mQJ:Sn TiW谒zm(_}7 yY4!L#~4^݊v*UثWb]v**RU uqM\V\SmmAƒ%I>l!G c,hbKC7z,^kqdž1p@ۻ.29UܠfD1Uy }[uq[j\Qmb‡bbb]v*U// Job and Workplace Variables+Arrays // workplaceVars.sqf alreadygotaworkplacejob = 0; workplacemissioninfos = ["", ""]; workplacejob_actionflag_search = workplace_getjobflag_1; workplacejob_search_cancel = 0; searchjobsuccess = 5000; searchjobmin = 2500; workplacejob_search_cancelsperre = 10; workplacejob_searchmessages = [localize "STRS_workplacemission_searchmsg_1", localize "STRS_workplacemission_searchmsg_2", localize "STRS_workplacemission_searchmsg_3"]; workplacejob_searchobjects = ["Body", "BlackhawkWreck", "Barrel1"]; workplacejob_searchpos = [ [suchlogik, 250] ]; workplacejob_actionflag_delivery = workplace_getjobflag_1; workplacejob_deliverymsg = ["STRS_workplacemission_deliverymsg_1", "STRS_workplacemission_deliverymsg_2", "STRS_workplacemission_deliverymsg_3", "STRS_workplacemission_deliverymsg_4", "STRS_workplacemission_deliverymsg_5", "STRS_workplacemission_deliverymsg_6", "STRS_workplacemission_deliverymsg_7"]; deliveryjobmulti = 2; workplacejob_deliveryflagarray = [workplacejob_deliveryflag1, workplacejob_deliveryflag2, workplacejob_deliveryflag3, workplacejob_deliveryflag4, workplacejob_deliveryflag5, workplacejob_deliveryflag6, workplacejob_deliveryflag7, workplacejob_deliveryflag8, workplacejob_deliveryflag9, workplacejob_deliveryflag10]; workplacejob_deliverynamearray = ["Delivery Point 1", "Delivery Point2", "Delivery Point 3", "Delivery Point 4", "Delivery Point 5", "Delivery Point 6", "Delivery Point 7", "Delivery Point 8", "Delivery Point 9", "Delivery Point 10"]; workplacejob_actionflag_weapons1 = workplace_getjobflag_2; workplacejob_actionflag_weapons2 = workplace_getjobflag_2; workplacejob_waffe_active = 0; workplacejob_waffe = ""; workplacejob_waffe_bonus = 750; workplacejob_waffe_sperrzeit = 10; workplacejob_waffe_sperre = 0; workplacejob_taxi_zielarray = [getmarkerpos "taximarker1",getmarkerpos "taximarker2",getmarkerpos "taximarker3",getmarkerpos "taximarker4",getmarkerpos "taximarker5",getmarkerpos "taximarker6",getmarkerpos "taximarker7",getmarkerpos "taximarker8",getmarkerpos "taximarker9",getmarkerpos "taximarker10",getmarkerpos "taximarker11",getmarkerpos "taximarker12",getmarkerpos "taximarker13",getmarkerpos "taximarker14",getmarkerpos "taximarker15",getmarkerpos "taximarker16",getmarkerpos "taximarker17",getmarkerpos "taximarker18",getmarkerpos "taximarker19",getmarkerpos "taximarker20" ,getmarkerpos "taximarker21" ,getmarkerpos "taximarker22" ,getmarkerpos "taximarker23" ,getmarkerpos "taximarker24" ,getmarkerpos "taximarker25" ,getmarkerpos "taximarker26",getmarkerpos "taximarker27",getmarkerpos "taximarker28",getmarkerpos "taximarker29",getmarkerpos "taximarker30" ,getmarkerpos "taximarker31" ,getmarkerpos "taximarker32" ,getmarkerpos "taximarker33" ,getmarkerpos "taximarker34" ,getmarkerpos "taximarker35",getmarkerpos "taximarker36"]; workplacejob_taxi_sperrzeit = 10; workplacejob_taxi_multiplikator = 3; workplacejob_taxi_maxmoney = 20000; _art = _this select 0; if (_art == "Use") then { _item = _this select 1; _anzahl = _this select 2; if (player != vehicle player) exitwith {}; if (IsCop) exitwith {}; [_item, -1] call INV_AddInventoryItem; if (_Item == "MarijuanaSeed") then { player groupchat localize "STRS_Drugs_Plant_Marijuana"; _plant = "FlagCarrier" createvehicle (getpos player); _plant setVehicleInit "this addaction [localize ""STRS_action_Drugs_MarijuanaBurn"", ""DrugFarming\DrugScript.sqf"", [""Burn"", ""Marijuana""]]"; processInitCommands; _plant setPos [getPos _plant select 0, getPos _plant select 1, -3]; sleep 150; _plant setPos [getPos _plant select 0, getPos _plant select 1, -2]; sleep 150; _plant setPos [getPos _plant select 0, getPos _plant select 1, -1.25]; player groupChat localize "STRS_Drugs_Marijuana_NearlyReady"; sleep 150; _plant setPos [getPos _plant select 0, getPos _plant select 1, -0.65]; sleep 150; _plant setVehicleInit "this addaction [localize ""STRS_action_Drugs_MarijuanaHarvest"", ""DrugFarming\DrugScript.sqf"", [""Harvest"", ""Marijuana""]]"; processinitcommands; _plant setPos [getPos _plant select 0, getPos _plant select 1, 0]; player groupchat localize "STRS_Drugs_Marijuana_Ready"; sleep 800; if (alive _plant) then { deletevehicle _plant; }; }; if (_Item == "CocaineSeed") then { player groupchat localize "STRS_Drugs_Plant_Cocaine"; _plant = "FlagCarrier" createvehicle (getpos player); _plant setVehicleInit "this addaction [localize ""STRS_action_Drugs_CocaineBurn"", ""DrugFarming\DrugScript.sqf"", [""Burn"", ""Cocaine""]]"; processInitCommands; _plant setPos [getPos _plant select 0, getPos _plant select 1, -3]; sleep 300; _plant setPos [getPos _plant select 0, getPos _plant select 1, -2]; sleep 300; _plant setPos [getPos _plant select 0, getPos _plant select 1, -1.25]; player groupChat localize "STRS_Drugs_Cocaine_NearlyReady"; sleep 250; _plant setPos [getPos _plant select 0, getPos _plant select 1, -0.65]; sleep 250; _plant setVehicleInit "this addaction [localize ""STRS_action_Drugs_CocaineHarvest"", ""DrugFarming\DrugScript.sqf"", [""Harvest"", ""Cocaine""]]"; processinitcommands; _plant setPos [getPos _plant select 0, getPos _plant select 1, 0]; player groupchat localize "STRS_Drugs_Cocaine_Ready"; sleep 800; if (alive _plant) then { deletevehicle _plant; }; }; if (_Item == "DrugShed") then { player groupchat localize "STRS_Drugs_PlaceShed"; _shed = "Land_hut_old02" createvehicle (getpos player); sleep 0.5; _flag = "FlagCarrierWest" createVehicle (getpos _shed); _flag setVehicleInit "this addaction [localize ""STRS_action_Drugs_DestroyShed"", ""DrugFarming\DrugScript.sqf"", [""Destroy"", ""DrugShed""]]"; _flag setVehicleInit "this addaction [localize ""STRS_action_Drugs_ProcessMarijuana"", ""DrugFarming\DrugScript.sqf"", [""Process"", ""Marijuana""]]"; _flag setVehicleInit "this addaction [localize ""STRS_action_Drugs_ProcessCocaine"", ""DrugFarming\DrugScript.sqf"", [""Process"", ""Cocaine""]]"; processinitcommands; }; }; _array = _this select 3; _art = _array select 0; _type = _array select 1; if (_art == "Burn") then { if (_type == "Marijuana") then { _plant = nearestObject [player, "FlagCarrier"]; deleteVehicle _plant; player groupChat localize "STRS_Drugs_Marijuana_Burn"; }; if (_type == "Cocaine") then { _plant = nearestObject [player, "FlagCarrier"]; deletevehicle _plant; player groupchat localize "STRS_Drugs_Cocaine_Burn"; }; }; if (_art == "Harvest") then { if (_type == "Marijuana") then { _Weight = call INV_GetOwnWeight; _Plant = nearestobject [player, "FlagCarrier"]; deletevehicle _Plant; if (_Weight > 59) exitwith { player groupchat localize "STRS_inv_buyitems_get_zuschwer"; }; if (IsCop) exitwith { player groupchat "Cops cannot do this"; }; ['MarijuanaUP', +(1)] call INV_AddInventoryItem; ['MarijuanaSeed', +(2)] call INV_AddInventoryItem; player groupchat localize "STRS_Drugs_HarvestMarijuana"; }; if (_type == "Cocaine") then { _Weight = call INV_GetOwnWeight; _Plant = nearestobject [player, "FlagCarrier"]; deletevehicle _Plant; if (_Weight > 59) exitwith { player groupchat localize "STRS_inv_buyitems_get_zuschwer"; }; if (IsCop) exitwith { player groupchat "Cops cannot do this"; }; ['CocaineUP', +(1)] call INV_AddInventoryItem; ['CocaineSeed', +(2)] call INV_AddInventoryItem; player groupchat localize "STRS_Drugs_HarvestCocaine"; }; }; if (_art == "Destroy") then { if (_type == "Drugshed") then { _Shed = nearestobject [player, "Land_hut_old02"]; _Flag = nearestobject [player, "FlagCarrierWest"]; if (IsCop) then { _Player = vehicle player; (format ['hint "%1 has destroyed a drug shed and has recieved a $2500 bonus";', _Player]) call ISSE_pub_execPstr; kontostand = kontostand + 2500; } else { player groupchat localize "STRS_Drugs_DestroyShed"; }; deleteVehicle _Shed; deleteVehicle _Flag; }; }; if (_art == "Process") then { if (IsCop) exitwith { player groupchat "Cops cannot do this"; }; if (_type == "Marijuana") then { _Ammount = 'MarijuanaUP' call INV_GetItemAmount; if (_Ammount > 0) then { player groupchat localize "STRS_Drugs_ProcessMarijuana"; ['MarijuanaUP', -(1)] call INV_AddInventoryItem; ['marihuana', +(1)] call INV_AddInventoryItem; } else { player groupchat localize "STRS_Drugs_NoMarijuana"; }; }; if (_type == "Cocaine") then { _Ammount = 'CocaineUP' call INV_GetItemAmount; if (_Ammount > 0) then { player groupchat localize "STRS_Drugs_ProcessCocaine"; ['CocaineUP', -(1)] call INV_AddInventoryItem; ['kokain', +(1)] call INV_AddInventoryItem; } else { player groupchat localize "STRS_Drugs_NoCocaine"; }; }; }; _gebietsname = _this select 0; _erobertvar = _this select 1; _gebietsradius = _this select 2; _gebietspos = _this select 3; _gruppenarray = _this select 4; _supportart = _this select 5; call compile format ["%1 = [FALSE, FALSE, 0]", _erobertvar]; _markername = format["%1_Marker", _gebietsname]; _marker = createMarker [_markername, _gebietspos ]; _markername setMarkerShape "ELLIPSE"; _markername setMarkerColor "ColorRed"; _markername setMarkerSize [_gebietsradius, _gebietsradius]; {_x execVM "enemy_spawn.sqf";} foreach _gruppenarray; _trg1 = createTrigger["EmptyDetector", _gebietspos]; _trg1 setTriggerArea [_gebietsradius, _gebietsradius, 0, false]; _trg1 setTriggerActivation ["WEST", "EAST D", false]; _trg1 setTriggerStatements['this', format['hint "Detected inside enemy area. Support coming."; [%1, %2, %3, "%4"] execVM "enemy_support.sqf"; %4 SET [1, TRUE];', _supportart, _gebietspos, _gebietsradius, _erobertvar], format['hint "Not detected anymore."; %1 SET [1, FALSE];', _erobertvar]]; _trg2 = createTrigger["EmptyDetector", _gebietspos]; _trg2 setTriggerArea [_gebietsradius, _gebietsradius, 0, false]; _trg2 setTriggerActivation ["EAST", "NOT PRESENT", true]; _trg2 setTriggerStatements['this', format['hint "Area controlled by friendly Units."; "%1" setMarkerColor "ColorGreen"; %2 SET [0, TRUE];', _markername, _erobertvar], format['hint "Area controlled by Enemy."; "%1" setMarkerColor "ColorRed"; %2 SET [0, FALSE];', _markername, _erobertvar] ];_art = _this select 0;if (_art == "check_vcl") then { while {true} do { _vcl = vehicle player; if ((not(_vcl == player)) and (!(((assignedVehicleRole player) select 0) == "Cargo"))) then { _vcltyp = typeOf _vcl; if (not (((_vcltyp call GetObjektInfos) select 6) call INV_HasLicense)) then { player groupChat "You are not able to use this vehicle. The only possible Position for you is in Cargo."; player action ["eject", _vcl]; }; }; sleep 1; };};_opfer = _this select 0;_killer = _this select 1;_art = _this select 2;if ((_art == "unit") or (_art == "crew")) then { ENY_EnemyUnitsKilled = ENY_EnemyUnitsKilled + 1; sleep 3; removeAllWeapons _opfer; sleep ENY_DeleteBodyTime; _opfer removeAllEventHandlers "killed"; hideBody _opfer;};if (_art == "vehicle") then { ENY_EnemyVehiclesKilled = ENY_EnemyVehiclesKilled + 1; sleep ENY_DeleteVclTime; _opfer removeAllEventHandlers "killed"; deletevehicle _opfer;};[] execVM "animList.sqf";_artarray = _this select 0; _targetpos = _this select 1; _targetradius = _this select 2; _gebietsvar = _this select 3; ENY_EnemySupScripts = ENY_EnemySupScripts + 1;if (debug) then {debugarray = debugarray + [ format["Support: %1 - has been created (script %2)", _gebietsvar, ENY_EnemySupScripts] ] ;};if ((_artarray select 0) select 0) then { _cfgarray = (_artarray select 0); _supScript = ["east", 1, GrpTemplate_East_Landsup, "", TRUE, (_cfgarray select 1), 0, 0, [ [_targetpos, "TR UNLOAD"] ], 0 ] execVM "enemy_spawn.sqf"; call compile format['%1 SET [2, ((%1 select 2)+1)];', _gebietsvar]; [_supScript, _gebietsvar] spawn { waitUntil {(scriptDone (_this select 0))}; call compile format['%1 SET [2, ((%1 select 2)-1)];', (_this select 1)]; player groupchat "Groundsupport destroyed."; }; player groupchat "Bodensupport";};if ((_artarray select 1) select 0) then { _cfgarray = (_artarray select 1); _supScript = ["east", 1, GrpTemplate_East_Airsup, "", TRUE, (_cfgarray select 1), 0, 0, [ [_targetpos, "TR UNLOAD"] ], 0 ] execVM "enemy_spawn.sqf"; call compile format['%1 SET [2, ((%1 select 2)+1)];', _gebietsvar]; [_supScript, _gebietsvar] spawn { waitUntil {(scriptDone (_this select 0))}; call compile format['%1 SET [2, ((%1 select 2)-1)];', (_this select 1)]; player groupchat "Air destroyed."; }; player groupchat "Luftsupport";};while {true} do { if (((call compile _gebietsvar) select 2) == 0) exitWith {if (debug) then {debugarray = debugarray + [ format["Support: %1 - has been eliminated.", _gebietsvar] ] ;};}; sleep 120;};if ((_artarray select 2) select 0) then { _supScript3 = player groupchat "Bomben";};ENY_EnemySupScripts = ENY_EnemySupScripts - 1;if (debug) then {debugarray = debugarray + [ format["Support: %1 - has been created (script %2)", _gebietsvar, ENY_EnemySupScripts] ] ;};// initialize game settings and mission environment _initGame = execVM "yomies\init_game.sqf"; waitUntil {scriptDone _initGame}; // precompile functions fCreateSpawn = compile preprocessFile "yomies\funcs\create_new_spawn.sqf"; fClearSpawn = compile preprocessFile "yomies\funcs\clear_spawn.sqf"; fDamageTarget = compile preprocessFile "yomies\funcs\damage_target.sqf"; fGetDirToPos = compile preprocessFile "yomies\funcs\get_dir_to_position.sqf"; fGetRBldPos = compile preprocessFile "yomies\funcs\get_random_building_pos.sqf"; fGetYoSpawn = compile preprocessFile "yomies\funcs\get_yomie_spawn_area.sqf"; fGetYoTarget = compile preprocessFile "yomies\funcs\get_yomie_target.sqf"; fGetNearestSpawn = compile preprocessFile "yomies\funcs\get_nearest_spawn.sqf"; fMoveSpawn = compile preprocessFile "yomies\funcs\move_spawn_area.sqf"; fSetYoDest = compile preprocessFile "yomies\funcs\set_yomie_destination.sqf"; fSpawnYomie = compile preprocessFile "yomies\funcs\spawn_yomie.sqf"; // precompile scripts ehYoKilled = compile preprocessFile "yomies\yomie_eh_killed.sqf"; scSpawnOn = compile preprocessFile "yomies\yomie_spawn_on.sqf"; scSpawnOff = compile preprocessFile "yomies\yomie_spawn_off.sqf"; // initialize spawn area triggers _initSpawns = execVM "yomies\init_spawn_triggers.sqf"; waitUntil {scriptDone _initSpawns}; if (isServer) then { _shSrvLoop = execVM "yomies\srv_loop.sqf"; _shBodies = execVM "yomies\srv_loop_body_removing.sqf"; }; if (local player) then { _shPlrLoop = execVM "yomies\plr_loop.sqf"; }; Civilian setFriend [East, 1]; Civilian setFriend [Resistance, 0]; Civilian setFriend [West, 1]; East setFriend [Civilian, 1]; East setFriend [Resistance, 0]; East setFriend [West, 0]; Resistance setFriend [Civilian, 0]; Resistance setFriend [East, 0]; Resistance setFriend [West, 0]; West setFriend [Civilian, 1]; West setFriend [East, 0]; West setFriend [Resistance, 0]; bGame = true; // while true, the game is still in progress aYSpawnModes = ['ONCE','REPEAT','INFINITE']; // array used for enumeration of spawn types iViewDist = 600; // param1 is used to select the desired view distance on the MultiPlayer slot selection screen (in SP it is set to a default value available in mission init script) //setViewDistance iViewDist; // view distance settings, this variable 'iViewDist' is used (amongst other things) to // determine the exact spawn position of each yomie, to make sure they won't // spawn in front of the player. Default is 600 iYMaxTDMult = 3; // Multiplicator for calculating the maximum distance of available target from // yomie's spawn area. Yomies will not chase their targets far than this distance from spawn area. // The max. distance is calculated like _maxTD = (_spawn_area_radius * iYMaxTDMult); iYInitDamage = 0; // damage initially aplied onto each spawned yomie iYAttackDistance = 2.3; // maximum distance between yomie and its target allowing yomie to carry out the attack iYDamage = 0.3; // yomie attack damage, the resulting damage aplied to the target is: // _target setDammage (getDammage _target + iYDamage + random iYDamage); tYNextSnd = 1; // time in seconds when yomies can start to howl (global var used inside FSM // files to broadcast the timeout after which we can make another yomie to howl) yHowl = objNull; // the yomie unit which is going to howl (again, global variable used inside FSM // files to broadcast the howling yomie unit to other computers to ensure each // player machine will play the howling sound on the same yomie). ySide = createCenter Resistance; // Center created for creating new groups when spawning new yomies. // Unfortunately, there is a bug, which affects acquiring targets by the AI. // To get rid of the bug, we still need some Resistance unit placed on the map, // in the mission editor - the CreateCenter/Group won't do the job alone. // categories of yomie types to spawn aYClassC = ["SoldierGB","SoldierGMedic","SoldierGG","SoldierGNOG","SoldierG","SoldierGMG","SoldierGAT","SoldierGAA","OfficerG","SquadLeaderG","TeamLeaderG","SoldierGCrew","SoldierGSniper","SoldierGCommando","SoldierGMarksman","SoldierGPilot","SoldierGMiner","SoldierGGuard","SoldierWCaptive","SoldierECaptive","SoldierGCaptive"]; aYClassW = ["SoldierGB","SoldierGMedic","SoldierGG","SoldierGNOG","SoldierG","SoldierGMG","SoldierGAT","SoldierGAA","OfficerG","SquadLeaderG","TeamLeaderG","SoldierGCrew","SoldierGSniper","SoldierGCommando","SoldierGMarksman","SoldierGPilot","SoldierGMiner","SoldierGGuard","SoldierWCaptive","SoldierECaptive","SoldierGCaptive"]; aYClassE = ["SoldierGB","SoldierGMedic","SoldierGG","SoldierGNOG","SoldierG","SoldierGMG","SoldierGAT","SoldierGAA","OfficerG","SquadLeaderG","TeamLeaderG","SoldierGCrew","SoldierGSniper","SoldierGCommando","SoldierGMarksman","SoldierGPilot","SoldierGMiner","SoldierGGuard","SoldierWCaptive","SoldierECaptive","SoldierGCaptive"]; aYClassR = ["SoldierGB","SoldierGMedic","SoldierGG","SoldierGNOG","SoldierG","SoldierGMG","SoldierGAT","SoldierGAA","OfficerG","SquadLeaderG","TeamLeaderG","SoldierGCrew","SoldierGSniper","SoldierGCommando","SoldierGMarksman","SoldierGPilot","SoldierGMiner","SoldierGGuard","SoldierWCaptive","SoldierECaptive","SoldierGCaptive"]; // arrays of attack and howling sounds aYSndAttk = ["Dog"]; aYSndHowl = ["Wolf"]; aYBodies = []; // array of dead bodies to remove bYBodies = false; // set to true when adding body to the 'aYBodies' array to prevent conflicts when multiple scripts are run to add another bodies iYBodies = 5; // maximum number of bodies allowed to stay /* Generates yomie spawns triggers and deletes the markers. Markers must be named 'yomie_spawn', 'yomie_spawn_1', 'yomie_spawn_2', ... */ private ["_classes","_count","_dir","_i","_m","_mode","_mText","_pos","_rules","_size","_spawn","_vars"]; // wait until the previously run spawns initialization is done (if there is any running) if (not isNil "spawnsReady") then {waitUntil {spawnsReady}}; spawnsReady = false; // spawns init is run from the mission init, but can be run again later if needed. if (isNil "Spawns") then { Spawns = []; _m = "yomie_spawn"; } else { _m = Format["yomie_spawn_%1",_i]; }; _i = count Spawns; _mText = markerText _m; while {_mText != ""} do { _vars = call compile _mText; _count = _vars select 0; _classes = []; if ('C' in _vars) then { _classes = _classes + ['C'] }; if ('E' in _vars) then { _classes = _classes + ['E'] }; if ('R' in _vars) then { _classes = _classes + ['R'] }; if ('W' in _vars) then { _classes = _classes + ['W'] }; // determine the spawn mode ('ONCE'/'REPEAT'/'INFINITE') _mode = "ONCE"; {if (aYSpawnModes find _x > -1) then {_mode = _x}} forEach _vars; _pos = getMarkerPos _m; _size = (getMarkerSize _m) select 0; _dir = markerDir _m; // create the trigger on the server only if (isServer) then { _spawn = createTrigger ["EmptyDetector", _pos]; _spawn setTriggerArea [_size, _size, _dir, false]; _spawn setTriggerActivation ["ANY", "PRESENT", true]; // {side _x != resistance && ({alive _x && not captive _x}count crew _x > 0)} count thislist > 0 // _rules = [format ["bSpawn%1 and {side _x != resistance && count crew _x > 0} count thisList > 0", _i]]; _rules = [format ["bSpawn%1 and {{alive _x && not (_x isKindOf ""yomie_base"")} count crew _x > 0} count thisList > 0", _i]]; _rules = _rules + [format ["SpawnOn%1=1; [%1,%2]spawn scSpawnOn",_i,_classes]]; _rules = _rules + [format ["SpawnOff%1=1; [%1]spawn scSpawnOff",_i]]; _spawn setTriggerStatements _rules; _spawn setTriggerType "SWITCH"; Spawns = Spawns + [[_spawn,_size]]; call compile Format["bSpawn%1=true; Yomies%1=[]; SpawnN%1=%2; SpawnMode%1=""%3""; SpawnGrps%1=[]", _i, _count, _mode]; }; deleteMarker _m; _i = _i + 1; _m = Format["yomie_spawn_%1",_i]; _mText = markerText _m; }; spawnsReady = true; /* Used to send the player reference to the server at the mission start, and as a listener & handler of various events. */ private ["_added"]; // send the player reference to the server, to fill array of players. playerAdded = [objNull,-1]; while {bGame} do { scopeName "loop"; _added = playerAdded; if (_added select 0 != player) then { addPlayer = player; publicVariable "addPlayer"; // player globalChat "sending player"; } else { playerIdx = _added select 1; // player globalChat format["pidx: %1", playerIdx]; breakOut "loop"; }; //Sleep 0.05; sleep 1; }; // event listener & handler // catch various events broadcasted from server, and react to these events yHowl = objNull; // yomie which is about to howl (broadcasted over network, origin in yomie FSM files, used to make sure each player will hear the same yomie) yAttk = objNull; // yomie which is about to attack (broadcasted over network, origin in yomie FSM files, used to make sure each player will hear the same yomie) nYSndHowl = count aYSndHowl; // number of sounds in the 'aYSndHowl' array - we are using this variable instead of having 'count aYSndHowl' inside the loop (which is not necessary)) nYSndAttk = count aYSndAttk; // number of sounds in the 'aYSndAttk' array - we are using this variable instead of having 'count aYSndAttk' inside the loop (which is not necessary)) While {bGame} do { if (not isNull yHowl) then { yHowl Say (aYSndHowl select floor random nYSndHowl); yHowl = objNull; }; if (not isNull yAttk) then { yAttk Say (aYSndAttk select floor random nYSndAttk); yAttk = objNull; }; Sleep 0.05; }; /* Used on server to fill array of all players. And to catch various events broadcasted by players and react to them. */ private["_idx"]; aPlayers = []; addPlayer = objNull; while {bGame} do { // collect all player units into the array 'aPlayers' if (not isNull addPlayer) then { playerAdded = addPlayer; if (not (playerAdded in aPlayers)) then { aPlayers = aPlayers + [playerAdded]; _idx = aPlayers find playerAdded; playerAdded = [playerAdded,_idx]; }; publicVariable "playerAdded"; addPlayer = objNull; }; Sleep 0.03; }; /* Server only script. Running in a loop, to remove dead bodies. */ private ["_body","_nearUnits","_bDelete"]; while {bGame} do { if (count aYBodies > iYBodies) then { { scopeName "remove"; _body = _x; _bDelete = (({alive _x && _body distance _x < iViewDist*(1-fog)} count aPlayers) == 0); if (_bDelete && not bYBodies) then { bYBodies = true; aYBodies = aYBodies - [_body]; deleteVehicle _body; bYBodies = false; breakOut "remove"; }; Sleep 0.05; } forEach aYBodies; }; Sleep 1; };class FSM { fsmName = "Attack"; initState = "Init"; finalStates[] = {"Dead","Wander"}; class States { class Init { name = "Init"; init = "private[""_aEnemy"",""_bboxOff"",""_destination"",""_eMan"",""_enemy"",""_ePos"",""_ov"",""_spawn"",""_spawnIndex"",""_target"",""_tAttack"",""_tNextMove"",""_tRefresh"",""_tTarget"",""_units"",""_yomie""]; _tRefresh=0; _tAttack=0; _eMan=false; _aEnemy=[]; _ePos=[]; _ov=objNull; _bboxOff=[]; _tTarget=0; _tNextMove=0; _spawnIndex=_destination select 0; _spawn=[]; _enemy = _target; _yomie=_units select 0; _yomie setUnitPos ""UP""; _yomie SetMimic ""Agresive""; _yomie setBehaviour ""COMBAT""; _yomie setSpeedMode ""FULL""; _yomie setVariable [""attack"",1]; yAttk=_yomie; publicVariable ""yAttk"";"; class Links { class Refresh { priority = 1.000000; to="Refresh"; condition="true"; action=""; }; }; }; class Dead { name = "Dead"; init = ""; class Links {}; }; class Wander { name = "Wander"; init = "_yomie doFSM [""yomies\yomie_ai_wander.fsm"", [_spawnIndex,1,0], _yomie]"; class Links {}; }; class Refresh { name = "Refresh"; init = "_spawn = _spawnIndex call fGetYoSpawn; _tRefresh = time + 10"; class Links { class Chase { priority = 1.000000; to="Chase"; condition="true"; action=""; }; }; }; class Chase { name = "Chase"; init = ""; class Links { class Dead { priority = 1.000000; to="Dead"; condition="not Alive _yomie"; action=""; }; class Refresh { priority = 0.700000; to="Refresh"; condition="_tRefresh < time"; action=""; }; class GetTarget { priority = 0.500000; to="GetTarget"; condition="_tTarget < time or isNull _enemy or not Alive _enemy"; action=""; }; class MoveMan { priority = 0.200000; to="Move"; condition="_eMan and _tNextMove < time"; action="_ePos=getPos _enemy;_ePos set[2,0];_ePos set[2,_ePos Distance _enemy];_yomie MoveTo _ePos;_tNextMove=time+0.7"; }; class MoveVeh { priority = 0.000000; to="Move"; condition="_tNextMove < time"; action="_yomie MoveTo(_enemy modelToWorld _bboxOff);_tNextMove=time+0.7"; }; }; }; class Move { name = "Move"; init = ""; class Links { class Chase { priority = 1.000000; to="Chase"; condition="(_yomie Distance _enemy) > iYAttackDistance"; action=""; }; class Attack { priority = 0.000000; to="Attack"; condition="_eMan"; action=""; }; }; }; class GetTarget { name = "GetTarget"; init = "_aEnemy=[_yomie,_spawn] call fGetYoTarget; _enemy=_aEnemy select 0; if(_enemy != _ov)then{_ov=_enemy;_bboxOff=_aEnemy select 1; _eMan=(Count _bboxOff == 0); }; _tTarget = time + 1.5; _tNextMove = 0"; class Links { class Wander { priority = 1.000000; to="Wander"; condition="isNull _enemy or not Alive _enemy"; action=""; }; class Chase { priority = 0.000000; to="Chase"; condition="true"; action="_yomie doWatch _enemy; _yomie doTarget _enemy; _yomie doFire _enemy; if(tYNextSnd 0} do { sleep 0.2; }; deleteGroup _grp; }; /* Script to delete spawned yomies when all non-yomie units leaves the location. Called from within a spawn area trigger. */ private ["_bAlive","_bChasing","_bDelete","_bRemove","_clearArea","_grp","_i","_nearUnits","_yomies","_spawnOff","_spawnOn","_spawn","_spawnIndex","_spawnMode","_yomie"]; _spawnIndex = _this select 0; _spawnOn = format["SpawnOn%1", _spawnIndex]; _spawnOff = format["SpawnOff%1", _spawnIndex]; // we can't proceed while this spawn's process of spawning yomies is still running waitUntil {isNil _spawnOn}; _spawn = (Spawns select _spawnIndex) select 0; _spawnMode = call compile format ["SpawnMode%1", _spawnIndex]; _yomies = compile format ["Yomies%1", _spawnIndex]; _clearArea = format ["bClearSpawn%1", _spawnIndex]; _i = 0; while {isNil _spawnOn && Count (call _yomies) > 0} do { scopeName "delete"; _yomie = (call _yomies) select _i; _bDelete = false; _bRemove = false; _bAlive = (alive _yomie); _bChasing = (not isNil {_yomie getVariable "attack"}); if (isNil _clearArea) then { if (_bAlive) then { if (not _bChasing) then { _bDelete = true; _bRemove = true; _nearUnits = nearestObjects [_yomie, ["SoldierWB","SoldierEB","Civilian","LandVehicle","Air"], iViewDist*(1-fog)]; _nearUnits = _nearUnits + aPlayers; { scopeName "nearUnitChk"; _bDelete = (({alive _x && (side group _x != resistance || isPlayer _x)} count (crew _x)) < 1); _bRemove = _bDelete; if (not _bDelete) then { breakOut "nearUnitChk"; }; } forEach _nearUnits; }; } else { _bDelete = false; _bRemove = true; }; } else { _bDelete = _bAlive; _bRemove = true; }; if (_bRemove) then { call compile format ["Yomies%1 = Yomies%1 - [_yomie]", _spawnIndex]; }; if (_bDelete) then { _grp = group _yomie; deleteVehicle _yomie; if ({alive _x} count units _grp == 0) then { deleteGroup _grp; }; }; _i = _i + 1; if (_i >= count (call _yomies)) then { _i = 0 }; sleep 0.1; }; // when _spawnMode is set to ONCE, the killed yomies aren't respawning back and // SpawnN is decreasing with each killed zombie until it reaches zero, // then it is pointless to have the now useless trigger. if (call compile format ["SpawnN%1", _spawnIndex] < 1) then { deleteVehicle _spawn; Spawns set [_spawnIndex,objNull]; call compile format ["SpawnOn%1=nil; SpawnOff%1=nil", _spawnIndex]; }; if (not isNil _clearArea) then { call compile format ["bClearSpawn%1=nil", _spawnIndex]; }; // let the 'spawn logic' know that deleting process has ended call compile format["SpawnOff%1=nil", _spawnIndex]; /* Script to spawn the yomies at the desired location. Called from within a spawn area trigger. */ private ["_cnt","_sizeInc","_spawnOff","_spawnOn","_spawn","_spawnN","_yomies","_bSpawn","_spawnIndex","_spawnMode","_spawnPos","_spawnSize","_spawnTypes","_yomie","_yomieGrp","_yomiePos","_yomieType"]; _spawnIndex = _this select 0; _spawnTypes = _this select 1; // check whether the spawn is enabled _bSpawn = format ["bSpawn%1", _spawnIndex]; if (isNil _bSpawn) exitWith {}; _spawnOn = format["SpawnOn%1", _spawnIndex]; _spawnOff = format["SpawnOff%1", _spawnIndex]; // we can't proceed while this spawn's process of deleting yomies is still running waitUntil {isNil _spawnOff}; _spawn = (Spawns select _spawnIndex) select 0; _spawnN = compile format ["SpawnN%1", _spawnIndex]; _yomies = compile format ["Yomies%1", _spawnIndex]; _spawnMode = call compile format ["SpawnMode%1", _spawnIndex]; _spawnPos = getPos _spawn; _spawnSize = (Spawns select _spawnIndex) select 1; _sizeInc + 0; // when _spawnMode is set to ONCE, the killed yomies aren't respawning back and // _spawnN is decreasing with each killed zombie until it reaches zero. if (call _spawnN < 1) exitWith { deleteVehicle _spawn; Spawns set [_spawnIndex,objNull]; call compile format ["iSpawn%1on=nil", _spawnIndex]; }; _cnt = 0; while {_spawnMode == 'INFINITE' or _cnt == 0 } do { scopeName "spawn"; while {count call _yomies < (call _spawnN)} do { // get random position where to spawn the new yomie _yomiePos = [0,0,0]; _sizeInc = 0; while {surfaceIsWater _yomiePos || ({alive _x && _yomiePos distance _x < iViewDist*(1-fog)} count aPlayers) > 0} do { _yomiePos = [(_spawnPos select 0) + (_spawnSize+_sizeInc) - random((_spawnSize+_sizeInc)*2),(_spawnPos select 1) + (_spawnSize+_sizeInc) - random((_spawnSize+_sizeInc)*2)]; sleep 0.05; if (isNil _bSpawn or not isNil _spawnOff) then { breakOut "spawn" }; _sizeInc = _sizeInc + 25; }; //_m = createMarker [format["m%1_%2", _spawnIndex, _cnt], _yomiePos]; _m setMarkerType "dot"; // spawn the yomie _yomieType = call compile format["aYClass%1 select (floor random count aYClass%1)", _spawnTypes select (floor random count _spawnTypes)]; _yomie = [_yomiePos,_yomieType,_spawnIndex] call fSpawnYomie; if (not isNull _yomie) then { _cnt =_cnt + 1; }; Sleep 0.05; }; sleep 0.3; }; // let the 'spawn logic' know that spawning process has ended call compile format["SpawnOn%1=nil", _spawnIndex]; /* Used to disable given spawn area, and immediately remove all zombies belonging to it. usage: _spawnIndex call fClearSpawn; _spawnIndex: index number of the spawn trigger in the 'Spawns' array. */ private ["_spawnIndex"]; _spawnIndex = _this; call compile format ["bClearSpawn%1=true", _spawnIndex]; call compile format ["bSpawn%1=nil", _spawnIndex]; call compile format ["SpawnOn%1=nil", _spawnIndex]; /* Use this function to create new yomie spawns at runtime. usage: [position, size, mixed] call fCreateSpawn; position: array of coordinates of the spawn area center (can be provided in the form of string) size: size definition array [width,height] of the spawn area center (can be provided in the form of string) mixed: array of prameters to define the spawn area behavior. Can be in the form of string or array, and its elements must be like following, while the first element must be the number of yomies and other elements can be in any order: [10, "REPEAT", "C","R"] 10 - number of yomies to spawn "REPEAT" - the type of spawn ("ONCE"/"REPEAT"/"INFINITE") "C","R" - types of yomies to spawn, at least one must be given. possible values are 'C','R','E','W' */ private ["_i","_m","_pos","_size","_text"]; _pos = _this select 0; _size = _this select 1; _text = _this select 2; // wait until any running spawns initialization is done (if there is any running) if (not isNil "spawnsReady") then { waitUntil {spawnsReady}; }; spawnsReady = false; if (typeName _pos == "STRING") then { _pos = call compile _pos; }; if (typeName _size == "STRING") then { _size = call compile _size; }; if (typeName _text != "STRING") then { _text = format ["%1", _text]; }; _i = count Spawns; _m = format ["yomie_spawn_%1", _i]; _m = CreateMarkerLocal [_m, _pos]; _m setMarkerShapeLocal "icon"; _m setMarkerTypeLocal "empty"; _m setMarkerSizeLocal _size; _m setMarkerTextLocal _text; _initSpawns = execVM "init_spawn_triggers.sqf"; spawnsReady = true; /* Used to damage target attacked by zombie. */ private ["_yomie","_target"]; _yomie = _this select 0; _target = assignedTarget _yomie; if (not (_target isKindOf "yomie_base") && _yomie distance _target < iYAttackDistance) then { {_x setDamage (getDammage _x + iYDamage + Random iYDamage)} forEach crew _target; }/*------------------------------------------------------------ DirToPos function -=- by snYpir Returns the direction from one position to another. Called with: [,] call DirToPos Returns the direction from to . --------------------------------------------------------------*/ private ["_a","_b","_dir"]; _a = _this select 0; _b = _this select 1; _dir = ((_b select 0) - (_a select 0)) atan2 ((_b select 1) - (_a select 1)); if (_dir < 0) then {_dir = _dir + 360}; _dir/* */ private ["_pos","_i","_d","_od","_spawnIndex"]; _pos = _this; _i = 0; _d = 99999; _od = 99999; _spawnIndex = 0; while {_i < count Spawns} do { _spawn = (Spawns select _i) select 0; _d = _pos distance _spawn; if (_d < _od) then { _od = _d; _spawnIndex = _i; }; Sleep 0.05; _i = _i + 1; }; _spawnIndex/* Returns random building position usage: _building call fRandBldPos; result: array of 3D position coordinates, or nil when building haven't any positions */ private ["_b", "_r", "_i"]; _b = _this; _r = nil; _i = 0; While {(_b buildingPos _i) select 0 != 0} do { _i = _i + 1; }; if (_i > 0) then { _r = _b buildingPos Floor Random _i; }; _r/* Get the position and radius of spawn area the yomie belongs to usage: _spawnIndex call fGetYoSpawnPos; return: [_x,_y,_r] _x,_y = 2D position of the spawn area center _r = radius of the spawn area */ private ["_spawnIndex","_spawn"]; _spawnIndex = _this; _spawn = [0,0,0]; if (_spawnIndex < count Spawns) then { _spawn = getPos ((Spawns select _spawnIndex) select 0); _spawn set [2,(Spawns select _spawnIndex) select 1]; }; _spawn/* Finds target for yomie to attack usage: [_yomie,[_spawnAreaX,_spawnAreaY,_spawnAreaR]] call fGetEnemy; result: [_target,_pos] _target = enemy unit or vehicle _pos = empty array for unit, or 2D position offset from the model for vehicle */ private ["_bbox","_d","_enemies","_enemy","_ePos","_h","_i","_iMax","_item","_p","_p1","_p2","_sorted","_spawnPos","_spawnRadius","_w","_yomie"]; _yomie = _this select 0; _spawnPos =+ (_this select 1); _maxTD = (_spawnPos select 2) * iYMaxTDMult; _spawnPos set [2,0]; _enemies = []; /* { _x = _x select 4; if (_yomie knowsAbout _x > 1) then { if ({not (_x isKindOf "yomie_base") and Alive _x and (not captive _x)} count crew _x > 0) then { _enemies = _enemies + [_x]; }; }; } forEach (_yomie nearTargets iViewDist*(1-fog)); */ /* { if (_yomie knowsAbout _x > 0.08 && {Alive _x and (not captive _x)} count crew _x > 0) then { _enemies = _enemies + [_x]; }; } forEach nearestObjects [_yomie, ["SoldierWB","Civilian","SoldierEB","LandVehicle","Air"], iViewDist*(1-fog)]; */ { _x = _x select 4; if ({not (_x isKindOf "yomie_base") and Alive _x and (not captive _x)} count crew _x > 0) then { _enemies = _enemies + [_x]; }; } forEach (_yomie nearTargets iViewDist*(1-fog)); _sorted = []; { // if (_spawnPos distance _x < _maxTD and ((side group _x) != Resistance) and (Alive _x) and (not captive _x)) then { if (_spawnPos distance _x < _maxTD) then { _d = _yomie Distance _x; if (Count _sorted == 0) then { _sorted = [[_d,_x]]; } else { _i = 0; _iMax = Count _sorted; While {_i < _iMax} do { _item = _sorted select _i; if( _d <= _item select 0 ) then { While { _iMax > _i } do { _item = _sorted select (_iMax-1); _sorted Set[_iMax, _item]; _iMax = _iMax - 1; }; _sorted Set[_i, [_d,_x]]; _sorted Set[_i+1, _item]; _i = _iMax; }; _i = _i + 1; }; if (_i == _iMax) then { _sorted Set[Count _sorted, [_d,_x]]; }; }; }; } forEach _enemies; _i = 0; _enemy = [objNull,[]]; { scopeName "loop"; _i = _i + 1; _x = Vehicle (_x select 1); if (_x isKindOf "Man" or _x isKindOf "Motorcycle" or _x isKindOf "StaticWeapon") then { _enemy = [_x,[]]; breakOut "loop"; } else { if (_i != Count _sorted or (getPos _x) select 2 > 2) then { breakTo "loop" }; if (count crew _x > 0) then { {_yomie Reveal _x} forEach crew _x; if ((getPos _x) select 2 < 1) then { _bbox = boundingBox _x; _w = (((_bbox select 1) select 0) + 1) - (((_bbox select 0) select 0) - 1); _h = (((_bbox select 1) select 1) + 1) - (((_bbox select 0) select 1) - 1); if(Random 1 > 0.5) then { if(Random 1 > 0.5) then { _p = [ (Random _w) - (((_bbox select 1) select 0) + 1), ((_bbox select 0) select 1) - 1, 0 ]; } else { _p = [ (Random _w) - (((_bbox select 1) select 0) + 1), ((_bbox select 1) select 1) + 1, 0 ]; }; } else { if(Random 1 > 0.5) then { _p = [ ((_bbox select 0) select 0) - 1, (Random _h) - (((_bbox select 1) select 1) + 1), 0 ]; } else { _p = [ ((_bbox select 1) select 0) + 1, (Random _h) - (((_bbox select 1) select 1) + 1), 0 ]; }; }; _enemy = [_x,_p]; breakOut "loop"; }; }; }; } forEach _sorted; _enemy/* Move the spawn area to the given position usage: [_spawnIndex,_pos] call fMoveSpawn; _spawnIndex = index of the spawn trigger in the 'Spawns' array. _pos = 2D position where to move the spawn. */ private ["_spawnIndex","_pos"]; _spawnIndex = _this select 0; _pos = +(_this select 1); if (_spawnIndex < count Spawns) then { ((Spawns select _spawnIndex) select 0) setPos _pos; };/* Choose random destination for wandering units inside area defined by [_x,_y] coordinates and _radius. When a bulding is near the choosen position, an attempt is made to return a position inside one of the buildings. usage: [_x,_y,_radius] call fSetDest; result: random world 3D, or building 3D position coordinates. */ private ["_x", "_y", "_z", "_r", "_aBlds", "_bld", "_pos"]; _x = _this select 0; _y = _this select 1; _r = _this select 2; _z = 0; _x = _x + _r - Random (_r*2); _y = _y + _r - Random (_r*2); _aBlds = [_x,_y] nearObjects ["House", 40]; While {Count _aBlds > 0} do { _bld = _aBlds select Floor Random Count _aBlds; _pos = _bld call fRandomBldPos; if (isNil "_pos") then { _aBlds = _aBlds - [_bld]; } else { _x = _pos select 0; _y = _pos select 1; _z = _pos select 2; _aBlds = []; }; }; [_x,_y,_z]/* Spawn yomie of desired type, at the desired coordinates, and for desired spawn area specified by index of the appropriate trigger in the array 'aSpawn'. Usage: _yomie = [_pos,_type,_i] call fSpawnYomie; */ private ["_grp","_i","_pos","_type","_yomie"]; _pos = _this select 0; _type = _this select 1; _i = _this select 2; _grp = createGroup ySide; if (isNull _grp) exitWith {objNull}; _yomie = _grp createUnit [_type, _pos, [], 0, "NONE"]; [_yomie] joinSilent _grp; _yomie addRating -50000; _yomie disableAI "TARGET"; _yomie disableAI "AUTOTARGET"; //removeallweapons _yomie; _yomie addMagazine "8Rnd_9x18_Makarov"; _yomie addMagazine "8Rnd_9x18_Makarov"; _yomie addMagazine "8Rnd_9x18_Makarov"; _yomie addWeapon "Makarov"; _yomie addEventHandler["killed", format ["_this + [%1] Spawn ehYoKilled", _i] ]; call compile format["Yomies%1 = Yomies%1 + [_yomie]", _i]; _yomie doFSM ["yomies\yomie_ai_wander.fsm", [_i,1,0], _yomie]; _yomie