Difference between revisions of "Arma 3: createVehicle/vehicles"

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m (Some wiki formatting)
(Hitpoints removal)
 
Line 1: Line 1:
 
<noinclude>Ancillary sub-page of [[createVehicle]], listing vehicle classes available in Arma 3 including AnimationSources.
 
<noinclude>Ancillary sub-page of [[createVehicle]], listing vehicle classes available in Arma 3 including AnimationSources.
 
 
{{Feature|informative|[[{{Name|arma3contact}}]] objects are listed as well.}}</noinclude>
 
{{Feature|informative|[[{{Name|arma3contact}}]] objects are listed as well.}}</noinclude>
 
{{Columns|3|
 
{{Columns|3|
Line 200: Line 199:
 
* ModulePoster_F
 
* ModulePoster_F
 
* Land_NavigLight
 
* Land_NavigLight
*# Light_1_source &rarr; MarkerLight
 
 
* Land_NavigLight_3_F
 
* Land_NavigLight_3_F
*# Light_2_source &rarr; MarkerLight
 
*# Light_3_source &rarr; MarkerLight
 
 
* Land_Flush_Light_green_F
 
* Land_Flush_Light_green_F
*# Light_1_source &rarr; MarkerLight
 
 
* Land_Flush_Light_red_F
 
* Land_Flush_Light_red_F
*# Light_1_source &rarr; MarkerLight
 
 
* Land_Flush_Light_yellow_F
 
* Land_Flush_Light_yellow_F
*# Light_1_source &rarr; MarkerLight
 
 
* Land_runway_edgelight
 
* Land_runway_edgelight
*# Light_1_source &rarr; MarkerLight
 
 
* Land_runway_edgelight_blue_F
 
* Land_runway_edgelight_blue_F
*# Light_1_source &rarr; MarkerLight
 
 
* Land_Runway_PAPI
 
* Land_Runway_PAPI
 
* Land_Runway_PAPI_2
 
* Land_Runway_PAPI_2
Line 292: Line 283:
 
* Land_CampingTable_small_F
 
* Land_CampingTable_small_F
 
* Land_FieldToilet_F
 
* Land_FieldToilet_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_FirePlace_F
 
* Land_FirePlace_F
 
* FirePlace_burning_F
 
* FirePlace_burning_F
Line 323: Line 311:
 
* Land_TentDome_F
 
* Land_TentDome_F
 
* Land_ToiletBox_F
 
* Land_ToiletBox_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_Chapel_V1_ruins_F
 
* Land_Chapel_V1_ruins_F
 
* Land_Chapel_V1_F
 
* Land_Chapel_V1_F
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
 
* Land_Chapel_V2_ruins_F
 
* Land_Chapel_V2_ruins_F
 
* Land_Chapel_V2_F
 
* Land_Chapel_V2_F
 
* Land_Chapel_Small_V1_ruins_F
 
* Land_Chapel_Small_V1_ruins_F
 
* Land_Chapel_Small_V1_F
 
* Land_Chapel_Small_V1_F
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
 
* Land_Chapel_Small_V2_ruins_F
 
* Land_Chapel_Small_V2_ruins_F
 
* Land_Chapel_Small_V2_F
 
* Land_Chapel_Small_V2_F
Line 380: Line 356:
 
* Land_Billboard_F
 
* Land_Billboard_F
 
* Land_InfoStand_V1_F
 
* Land_InfoStand_V1_F
*# ScaleX_LT &rarr; user
 
*# ScaleX_LB &rarr; user
 
*# ScaleX_RT &rarr; user
 
*# ScaleX_RB &rarr; user
 
*# ScaleY_LT &rarr; user
 
*# ScaleY_LB &rarr; user
 
*# ScaleY_RT &rarr; user
 
*# ScaleY_RB &rarr; user
 
 
* Land_InfoStand_V2_F
 
* Land_InfoStand_V2_F
*# ScaleX_LT &rarr; user
 
*# ScaleX_LB &rarr; user
 
*# ScaleX_RT &rarr; user
 
*# ScaleX_RB &rarr; user
 
*# ScaleY_LT &rarr; user
 
*# ScaleY_LB &rarr; user
 
*# ScaleY_RT &rarr; user
 
*# ScaleY_RB &rarr; user
 
 
* Land_MapBoard_F
 
* Land_MapBoard_F
 
* MapBoard_altis_F
 
* MapBoard_altis_F
Line 430: Line 390:
 
* Land_WoodenCart_F
 
* Land_WoodenCart_F
 
* Land_Offices_01_V1_F
 
* Land_Offices_01_V1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
*# Door_6_sound_source &rarr; user
 
*# Door_6_noSound_source &rarr; user
 
*# Door_6_locked_source &rarr; user
 
*# Door_7_sound_source &rarr; user
 
*# Door_7_noSound_source &rarr; user
 
*# Door_7_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
 
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
 
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
 
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
 
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
 
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
 
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
 
*# Glass_15_source &rarr; hit [Glass_15_hitpoint]
 
*# Glass_16_source &rarr; hit [Glass_16_hitpoint]
 
*# Glass_17_source &rarr; hit [Glass_17_hitpoint]
 
*# Glass_18_source &rarr; hit [Glass_18_hitpoint]
 
*# Glass_19_source &rarr; hit [Glass_19_hitpoint]
 
*# Glass_20_source &rarr; hit [Glass_20_hitpoint]
 
*# Glass_21_source &rarr; hit [Glass_21_hitpoint]
 
*# Glass_22_source &rarr; hit [Glass_22_hitpoint]
 
*# Glass_23_source &rarr; hit [Glass_23_hitpoint]
 
*# Glass_24_source &rarr; hit [Glass_24_hitpoint]
 
*# Glass_25_source &rarr; hit [Glass_25_hitpoint]
 
 
* Land_Pavement_narrow_corner_F
 
* Land_Pavement_narrow_corner_F
 
* Land_Pavement_narrow_F
 
* Land_Pavement_narrow_F
Line 514: Line 428:
 
* Land_Church_01_V1_F
 
* Land_Church_01_V1_F
 
* Land_Hospital_main_F
 
* Land_Hospital_main_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
 
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
 
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
 
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
 
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
 
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
 
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
 
*# Glass_15_source &rarr; hit [Glass_15_hitpoint]
 
*# Glass_16_source &rarr; hit [Glass_16_hitpoint]
 
*# Glass_17_source &rarr; hit [Glass_17_hitpoint]
 
*# Glass_18_source &rarr; hit [Glass_18_hitpoint]
 
*# Glass_19_source &rarr; hit [Glass_19_hitpoint]
 
*# Glass_20_source &rarr; hit [Glass_20_hitpoint]
 
*# Glass_21_source &rarr; hit [Glass_21_hitpoint]
 
*# Glass_22_source &rarr; hit [Glass_22_hitpoint]
 
*# Glass_23_source &rarr; hit [Glass_23_hitpoint]
 
*# Glass_24_source &rarr; hit [Glass_24_hitpoint]
 
*# Glass_25_source &rarr; hit [Glass_25_hitpoint]
 
*# Glass_26_source &rarr; hit [Glass_26_hitpoint]
 
*# Glass_27_source &rarr; hit [Glass_27_hitpoint]
 
*# Glass_28_source &rarr; hit [Glass_28_hitpoint]
 
*# Glass_29_source &rarr; hit [Glass_29_hitpoint]
 
*# Glass_30_source &rarr; hit [Glass_30_hitpoint]
 
*# Glass_31_source &rarr; hit [Glass_31_hitpoint]
 
*# Glass_32_source &rarr; hit [Glass_32_hitpoint]
 
*# Glass_33_source &rarr; hit [Glass_33_hitpoint]
 
*# Glass_34_source &rarr; hit [Glass_34_hitpoint]
 
*# Glass_35_source &rarr; hit [Glass_35_hitpoint]
 
*# Glass_36_source &rarr; hit [Glass_36_hitpoint]
 
*# Glass_37_source &rarr; hit [Glass_37_hitpoint]
 
*# Glass_38_source &rarr; hit [Glass_38_hitpoint]
 
*# Glass_39_source &rarr; hit [Glass_39_hitpoint]
 
*# Glass_40_source &rarr; hit [Glass_40_hitpoint]
 
*# Glass_41_source &rarr; hit [Glass_41_hitpoint]
 
*# Glass_42_source &rarr; hit [Glass_42_hitpoint]
 
*# Glass_43_source &rarr; hit [Glass_43_hitpoint]
 
*# Glass_44_source &rarr; hit [Glass_44_hitpoint]
 
*# Glass_45_source &rarr; hit [Glass_45_hitpoint]
 
*# Glass_46_source &rarr; hit [Glass_46_hitpoint]
 
*# Glass_47_source &rarr; hit [Glass_47_hitpoint]
 
*# Glass_48_source &rarr; hit [Glass_48_hitpoint]
 
*# Glass_49_source &rarr; hit [Glass_49_hitpoint]
 
*# Glass_50_source &rarr; hit [Glass_50_hitpoint]
 
*# Glass_51_source &rarr; hit [Glass_51_hitpoint]
 
*# Glass_52_source &rarr; hit [Glass_52_hitpoint]
 
*# Glass_53_source &rarr; hit [Glass_53_hitpoint]
 
*# Glass_54_source &rarr; hit [Glass_54_hitpoint]
 
*# Glass_55_source &rarr; hit [Glass_55_hitpoint]
 
*# Glass_56_source &rarr; hit [Glass_56_hitpoint]
 
*# Glass_57_source &rarr; hit [Glass_57_hitpoint]
 
*# Glass_58_source &rarr; hit [Glass_58_hitpoint]
 
*# Glass_59_source &rarr; hit [Glass_59_hitpoint]
 
*# Glass_60_source &rarr; hit [Glass_60_hitpoint]
 
 
* Land_Hospital_side1_F
 
* Land_Hospital_side1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_Hospital_side2_F
 
* Land_Hospital_side2_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_LightHouse_ruins_F
 
* Land_LightHouse_ruins_F
 
* Land_LightHouse_F
 
* Land_LightHouse_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_Lighthouse_small_ruins_F
 
* Land_Lighthouse_small_ruins_F
 
* Land_Lighthouse_small_F
 
* Land_Lighthouse_small_F
Line 626: Line 456:
 
* Land_u_Addon_02_V1_F
 
* Land_u_Addon_02_V1_F
 
* Land_i_Addon_02_V1_F
 
* Land_i_Addon_02_V1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
 
* Land_Addon_03_V1_ruins_F
 
* Land_Addon_03_V1_ruins_F
 
* Land_i_Addon_03_V1_F
 
* Land_i_Addon_03_V1_F
Line 640: Line 464:
 
* Land_Garage_V1_ruins_F
 
* Land_Garage_V1_ruins_F
 
* Land_i_Garage_V1_F
 
* Land_i_Garage_V1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_i_Garage_V1_dam_F
 
* Land_i_Garage_V1_dam_F
 
* Land_i_Garage_V2_F
 
* Land_i_Garage_V2_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_i_Garage_V2_dam_F
 
* Land_i_Garage_V2_dam_F
 
* Land_Metal_Shed_ruins_F
 
* Land_Metal_Shed_ruins_F
Line 653: Line 471:
 
* Land_House_Big_01_V1_ruins_F
 
* Land_House_Big_01_V1_ruins_F
 
* Land_i_House_Big_01_V1_F
 
* Land_i_House_Big_01_V1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
 
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
 
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
 
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
 
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
 
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
 
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
 
 
* Land_i_House_Big_01_V1_dam_F
 
* Land_i_House_Big_01_V1_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
 
* Land_i_House_Big_01_V2_F
 
* Land_i_House_Big_01_V2_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
 
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
 
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
 
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
 
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
 
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
 
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
 
 
* Land_i_House_Big_01_V2_dam_F
 
* Land_i_House_Big_01_V2_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
 
* Land_i_House_Big_01_V3_F
 
* Land_i_House_Big_01_V3_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
 
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
 
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
 
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
 
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
 
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
 
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
 
 
* Land_i_House_Big_01_V3_dam_F
 
* Land_i_House_Big_01_V3_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
 
* Land_u_House_Big_01_V1_F
 
* Land_u_House_Big_01_V1_F
 
* Land_u_House_Big_01_V1_dam_F
 
* Land_u_House_Big_01_V1_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
 
* Land_d_House_Big_01_V1_F
 
* Land_d_House_Big_01_V1_F
 
* Land_House_Big_02_V1_ruins_F
 
* Land_House_Big_02_V1_ruins_F
 
* Land_i_House_Big_02_V1_F
 
* Land_i_House_Big_02_V1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
*# Door_6_sound_source &rarr; user
 
*# Door_6_noSound_source &rarr; user
 
*# Door_6_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
 
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
 
 
* Land_i_House_Big_02_V1_dam_F
 
* Land_i_House_Big_02_V1_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
*# Door_6_sound_source &rarr; user
 
*# Door_6_noSound_source &rarr; user
 
*# Door_6_locked_source &rarr; user
 
 
* Land_i_House_Big_02_V2_F
 
* Land_i_House_Big_02_V2_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
*# Door_6_sound_source &rarr; user
 
*# Door_6_noSound_source &rarr; user
 
*# Door_6_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
 
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
 
 
* Land_i_House_Big_02_V2_dam_F
 
* Land_i_House_Big_02_V2_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
*# Door_6_sound_source &rarr; user
 
*# Door_6_noSound_source &rarr; user
 
*# Door_6_locked_source &rarr; user
 
 
* Land_i_House_Big_02_V3_F
 
* Land_i_House_Big_02_V3_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
*# Door_6_sound_source &rarr; user
 
*# Door_6_noSound_source &rarr; user
 
*# Door_6_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
 
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
 
 
* Land_i_House_Big_02_V3_dam_F
 
* Land_i_House_Big_02_V3_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
*# Door_6_sound_source &rarr; user
 
*# Door_6_noSound_source &rarr; user
 
*# Door_6_locked_source &rarr; user
 
 
* Land_u_House_Big_02_V1_F
 
* Land_u_House_Big_02_V1_F
 
* Land_u_House_Big_02_V1_dam_F
 
* Land_u_House_Big_02_V1_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
 
* Land_d_House_Big_02_V1_F
 
* Land_d_House_Big_02_V1_F
 
* Land_Shop_01_V1_ruins_F
 
* Land_Shop_01_V1_ruins_F
 
* Land_i_Shop_01_V1_F
 
* Land_i_Shop_01_V1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
 
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
 
* Land_i_Shop_01_V1_dam_F
 
* Land_i_Shop_01_V1_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
 
* Land_i_Shop_01_V2_F
 
* Land_i_Shop_01_V2_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
 
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
 
* Land_i_Shop_01_V2_dam_F
 
* Land_i_Shop_01_V2_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
 
* Land_i_Shop_01_V3_F
 
* Land_i_Shop_01_V3_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
 
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
 
* Land_i_Shop_01_V3_dam_F
 
* Land_i_Shop_01_V3_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
 
* Land_u_Shop_01_V1_F
 
* Land_u_Shop_01_V1_F
 
* Land_u_Shop_01_V1_dam_F
 
* Land_u_Shop_01_V1_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
 
* Land_d_Shop_01_V1_F
 
* Land_d_Shop_01_V1_F
 
* Land_Shop_02_V1_ruins_F
 
* Land_Shop_02_V1_ruins_F
 
* Land_i_Shop_02_V1_F
 
* Land_i_Shop_02_V1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
 
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
 
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
 
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
 
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
 
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
 
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
 
*# Glass_15_source &rarr; hit [Glass_15_hitpoint]
 
*# Glass_16_source &rarr; hit [Glass_16_hitpoint]
 
*# Glass_17_source &rarr; hit [Glass_17_hitpoint]
 
*# Glass_18_source &rarr; hit [Glass_18_hitpoint]
 
 
* Land_i_Shop_02_V1_dam_F
 
* Land_i_Shop_02_V1_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
 
* Land_i_Shop_02_V2_F
 
* Land_i_Shop_02_V2_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
 
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
 
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
 
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
 
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
 
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
 
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
 
*# Glass_15_source &rarr; hit [Glass_15_hitpoint]
 
*# Glass_16_source &rarr; hit [Glass_16_hitpoint]
 
*# Glass_17_source &rarr; hit [Glass_17_hitpoint]
 
*# Glass_18_source &rarr; hit [Glass_18_hitpoint]
 
 
* Land_i_Shop_02_V2_dam_F
 
* Land_i_Shop_02_V2_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
 
* Land_i_Shop_02_V3_F
 
* Land_i_Shop_02_V3_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
 
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
 
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
 
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
 
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
 
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
 
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
 
*# Glass_15_source &rarr; hit [Glass_15_hitpoint]
 
*# Glass_16_source &rarr; hit [Glass_16_hitpoint]
 
*# Glass_17_source &rarr; hit [Glass_17_hitpoint]
 
*# Glass_18_source &rarr; hit [Glass_18_hitpoint]
 
 
* Land_i_Shop_02_V3_dam_F
 
* Land_i_Shop_02_V3_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
 
* Land_u_Shop_02_V1_F
 
* Land_u_Shop_02_V1_F
 
* Land_u_Shop_02_V1_dam_F
 
* Land_u_Shop_02_V1_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
 
* Land_d_Shop_02_V1_F
 
* Land_d_Shop_02_V1_F
 
* Land_House_Small_01_V1_ruins_F
 
* Land_House_Small_01_V1_ruins_F
 
* Land_i_House_Small_01_V1_F
 
* Land_i_House_Small_01_V1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
 
* Land_i_House_Small_01_V1_dam_F
 
* Land_i_House_Small_01_V1_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
 
* Land_i_House_Small_01_V2_F
 
* Land_i_House_Small_01_V2_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
 
* Land_i_House_Small_01_V2_dam_F
 
* Land_i_House_Small_01_V2_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
 
* Land_i_House_Small_01_V3_F
 
* Land_i_House_Small_01_V3_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
 
* Land_i_House_Small_01_V3_dam_F
 
* Land_i_House_Small_01_V3_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
 
* Land_u_House_Small_01_V1_F
 
* Land_u_House_Small_01_V1_F
 
* Land_u_House_Small_01_V1_dam_F
 
* Land_u_House_Small_01_V1_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
 
* Land_d_House_Small_01_V1_F
 
* Land_d_House_Small_01_V1_F
 
* Land_House_Small_02_V1_ruins_F
 
* Land_House_Small_02_V1_ruins_F
 
* Land_i_House_Small_02_V1_F
 
* Land_i_House_Small_02_V1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
 
* Land_i_House_Small_02_V1_dam_F
 
* Land_i_House_Small_02_V1_dam_F
 
* Land_i_House_Small_02_V2_F
 
* Land_i_House_Small_02_V2_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
 
* Land_i_House_Small_02_V2_dam_F
 
* Land_i_House_Small_02_V2_dam_F
 
* Land_i_House_Small_02_V3_F
 
* Land_i_House_Small_02_V3_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
 
* Land_i_House_Small_02_V3_dam_F
 
* Land_i_House_Small_02_V3_dam_F
 
* Land_u_House_Small_02_V1_F
 
* Land_u_House_Small_02_V1_F
Line 1,335: Line 531:
 
* Land_House_Small_03_V1_ruins_F
 
* Land_House_Small_03_V1_ruins_F
 
* Land_i_House_Small_03_V1_F
 
* Land_i_House_Small_03_V1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
 
* Land_i_House_Small_03_V1_dam_F
 
* Land_i_House_Small_03_V1_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
 
* Land_cargo_addon01_V1_F
 
* Land_cargo_addon01_V1_F
 
* Land_cargo_addon01_V2_F
 
* Land_cargo_addon01_V2_F
Line 1,364: Line 540:
 
* Land_Slum_House01_ruins_F
 
* Land_Slum_House01_ruins_F
 
* Land_Slum_House01_F
 
* Land_Slum_House01_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_Slum_House02_ruins_F
 
* Land_Slum_House02_ruins_F
 
* Land_Slum_House02_F
 
* Land_Slum_House02_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
 
* Land_Slum_House03_ruins_F
 
* Land_Slum_House03_ruins_F
 
* Land_Slum_House03_F
 
* Land_Slum_House03_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_Stone_HouseBig_V1_ruins_F
 
* Land_Stone_HouseBig_V1_ruins_F
 
* Land_i_Stone_HouseBig_V1_F
 
* Land_i_Stone_HouseBig_V1_F
 
* Land_i_Stone_HouseBig_V1_dam_F
 
* Land_i_Stone_HouseBig_V1_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
 
* Land_i_Stone_HouseBig_V2_F
 
* Land_i_Stone_HouseBig_V2_F
 
* Land_i_Stone_HouseBig_V2_dam_F
 
* Land_i_Stone_HouseBig_V2_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
 
* Land_i_Stone_HouseBig_V3_F
 
* Land_i_Stone_HouseBig_V3_F
 
* Land_i_Stone_HouseBig_V3_dam_F
 
* Land_i_Stone_HouseBig_V3_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
 
* Land_d_Stone_HouseBig_V1_F
 
* Land_d_Stone_HouseBig_V1_F
 
* Land_Stone_Shed_V1_ruins_F
 
* Land_Stone_Shed_V1_ruins_F
 
* Land_i_Stone_Shed_V1_F
 
* Land_i_Stone_Shed_V1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_i_Stone_Shed_V1_dam_F
 
* Land_i_Stone_Shed_V1_dam_F
 
* Land_i_Stone_Shed_V2_F
 
* Land_i_Stone_Shed_V2_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_i_Stone_Shed_V2_dam_F
 
* Land_i_Stone_Shed_V2_dam_F
 
* Land_i_Stone_Shed_V3_F
 
* Land_i_Stone_Shed_V3_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_i_Stone_Shed_V3_dam_F
 
* Land_i_Stone_Shed_V3_dam_F
 
* Land_d_Stone_Shed_V1_F
 
* Land_d_Stone_Shed_V1_F
 
* Land_Stone_HouseSmall_V1_ruins_F
 
* Land_Stone_HouseSmall_V1_ruins_F
 
* Land_i_Stone_HouseSmall_V1_F
 
* Land_i_Stone_HouseSmall_V1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
 
* Land_i_Stone_HouseSmall_V1_dam_F
 
* Land_i_Stone_HouseSmall_V1_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
 
* Land_i_Stone_HouseSmall_V2_F
 
* Land_i_Stone_HouseSmall_V2_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
 
* Land_i_Stone_HouseSmall_V2_dam_F
 
* Land_i_Stone_HouseSmall_V2_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
 
* Land_i_Stone_HouseSmall_V3_F
 
* Land_i_Stone_HouseSmall_V3_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
 
* Land_i_Stone_HouseSmall_V3_dam_F
 
* Land_i_Stone_HouseSmall_V3_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
 
* Land_d_Stone_HouseSmall_V1_F
 
* Land_d_Stone_HouseSmall_V1_F
 
* Land_Unfinished_Building_01_ruins_F
 
* Land_Unfinished_Building_01_ruins_F
Line 1,463: Line 573:
 
* Land_Unfinished_Building_02_F
 
* Land_Unfinished_Building_02_F
 
* Land_Airport_center_F
 
* Land_Airport_center_F
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
 
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
 
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
 
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
 
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
 
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
 
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
 
*# Glass_15_source &rarr; hit [Glass_15_hitpoint]
 
*# Glass_16_source &rarr; hit [Glass_16_hitpoint]
 
*# Glass_17_source &rarr; hit [Glass_17_hitpoint]
 
*# Glass_18_source &rarr; hit [Glass_18_hitpoint]
 
*# Glass_19_source &rarr; hit [Glass_19_hitpoint]
 
*# Glass_20_source &rarr; hit [Glass_20_hitpoint]
 
*# Glass_21_source &rarr; hit [Glass_21_hitpoint]
 
*# Glass_22_source &rarr; hit [Glass_22_hitpoint]
 
*# Glass_23_source &rarr; hit [Glass_23_hitpoint]
 
*# Glass_24_source &rarr; hit [Glass_24_hitpoint]
 
*# Glass_25_source &rarr; hit [Glass_25_hitpoint]
 
*# Glass_26_source &rarr; hit [Glass_26_hitpoint]
 
*# Glass_27_source &rarr; hit [Glass_27_hitpoint]
 
*# Glass_28_source &rarr; hit [Glass_28_hitpoint]
 
*# Glass_29_source &rarr; hit [Glass_29_hitpoint]
 
*# Glass_30_source &rarr; hit [Glass_30_hitpoint]
 
*# Glass_31_source &rarr; hit [Glass_31_hitpoint]
 
*# Glass_32_source &rarr; hit [Glass_32_hitpoint]
 
 
* Land_Airport_left_F
 
* Land_Airport_left_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
*# Door_6_sound_source &rarr; user
 
*# Door_6_noSound_source &rarr; user
 
*# Door_6_locked_source &rarr; user
 
*# Door_7_sound_source &rarr; user
 
*# Door_7_noSound_source &rarr; user
 
*# Door_7_locked_source &rarr; user
 
*# Door_8_sound_source &rarr; user
 
*# Door_8_noSound_source &rarr; user
 
*# Door_8_locked_source &rarr; user
 
*# Glass_33_source &rarr; hit [Glass_33_hitpoint]
 
*# Glass_34_source &rarr; hit [Glass_34_hitpoint]
 
*# Glass_35_source &rarr; hit [Glass_35_hitpoint]
 
*# Glass_36_source &rarr; hit [Glass_36_hitpoint]
 
*# Glass_37_source &rarr; hit [Glass_37_hitpoint]
 
*# Glass_38_source &rarr; hit [Glass_38_hitpoint]
 
*# Glass_39_source &rarr; hit [Glass_39_hitpoint]
 
*# Glass_40_source &rarr; hit [Glass_40_hitpoint]
 
*# Glass_41_source &rarr; hit [Glass_41_hitpoint]
 
*# Glass_42_source &rarr; hit [Glass_42_hitpoint]
 
*# Glass_43_source &rarr; hit [Glass_43_hitpoint]
 
*# Glass_44_source &rarr; hit [Glass_44_hitpoint]
 
*# Glass_45_source &rarr; hit [Glass_45_hitpoint]
 
*# Glass_46_source &rarr; hit [Glass_46_hitpoint]
 
*# Glass_47_source &rarr; hit [Glass_47_hitpoint]
 
*# Glass_48_source &rarr; hit [Glass_48_hitpoint]
 
*# Glass_49_source &rarr; hit [Glass_49_hitpoint]
 
*# Glass_50_source &rarr; hit [Glass_50_hitpoint]
 
*# Glass_51_source &rarr; hit [Glass_51_hitpoint]
 
*# Glass_52_source &rarr; hit [Glass_52_hitpoint]
 
*# Glass_53_source &rarr; hit [Glass_53_hitpoint]
 
*# Glass_54_source &rarr; hit [Glass_54_hitpoint]
 
*# Glass_55_source &rarr; hit [Glass_55_hitpoint]
 
*# Glass_56_source &rarr; hit [Glass_56_hitpoint]
 
*# Glass_57_source &rarr; hit [Glass_57_hitpoint]
 
*# Glass_58_source &rarr; hit [Glass_58_hitpoint]
 
*# Glass_59_source &rarr; hit [Glass_59_hitpoint]
 
*# Glass_60_source &rarr; hit [Glass_60_hitpoint]
 
*# Glass_61_source &rarr; hit [Glass_61_hitpoint]
 
 
* Land_Airport_right_F
 
* Land_Airport_right_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
*# Door_6_sound_source &rarr; user
 
*# Door_6_noSound_source &rarr; user
 
*# Door_6_locked_source &rarr; user
 
*# Door_7_sound_source &rarr; user
 
*# Door_7_noSound_source &rarr; user
 
*# Door_7_locked_source &rarr; user
 
*# Door_8_sound_source &rarr; user
 
*# Door_8_noSound_source &rarr; user
 
*# Door_8_locked_source &rarr; user
 
*# Glass_33_source &rarr; hit [Glass_33_hitpoint]
 
*# Glass_34_source &rarr; hit [Glass_34_hitpoint]
 
*# Glass_35_source &rarr; hit [Glass_35_hitpoint]
 
*# Glass_36_source &rarr; hit [Glass_36_hitpoint]
 
*# Glass_37_source &rarr; hit [Glass_37_hitpoint]
 
*# Glass_38_source &rarr; hit [Glass_38_hitpoint]
 
*# Glass_39_source &rarr; hit [Glass_39_hitpoint]
 
*# Glass_40_source &rarr; hit [Glass_40_hitpoint]
 
*# Glass_41_source &rarr; hit [Glass_41_hitpoint]
 
*# Glass_42_source &rarr; hit [Glass_42_hitpoint]
 
*# Glass_43_source &rarr; hit [Glass_43_hitpoint]
 
*# Glass_44_source &rarr; hit [Glass_44_hitpoint]
 
*# Glass_45_source &rarr; hit [Glass_45_hitpoint]
 
*# Glass_46_source &rarr; hit [Glass_46_hitpoint]
 
*# Glass_47_source &rarr; hit [Glass_47_hitpoint]
 
*# Glass_48_source &rarr; hit [Glass_48_hitpoint]
 
*# Glass_49_source &rarr; hit [Glass_49_hitpoint]
 
*# Glass_50_source &rarr; hit [Glass_50_hitpoint]
 
*# Glass_51_source &rarr; hit [Glass_51_hitpoint]
 
*# Glass_52_source &rarr; hit [Glass_52_hitpoint]
 
*# Glass_53_source &rarr; hit [Glass_53_hitpoint]
 
*# Glass_54_source &rarr; hit [Glass_54_hitpoint]
 
*# Glass_55_source &rarr; hit [Glass_55_hitpoint]
 
*# Glass_56_source &rarr; hit [Glass_56_hitpoint]
 
*# Glass_57_source &rarr; hit [Glass_57_hitpoint]
 
*# Glass_58_source &rarr; hit [Glass_58_hitpoint]
 
*# Glass_59_source &rarr; hit [Glass_59_hitpoint]
 
*# Glass_60_source &rarr; hit [Glass_60_hitpoint]
 
*# Glass_61_source &rarr; hit [Glass_61_hitpoint]
 
 
* Land_Airport_Tower_ruins_F
 
* Land_Airport_Tower_ruins_F
 
* Land_Airport_Tower_F
 
* Land_Airport_Tower_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
 
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
 
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
 
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
 
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
 
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
 
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
 
*# Glass_15_source &rarr; hit [Glass_15_hitpoint]
 
*# Glass_16_source &rarr; hit [Glass_16_hitpoint]
 
*# Glass_17_source &rarr; hit [Glass_17_hitpoint]
 
*# Glass_18_source &rarr; hit [Glass_18_hitpoint]
 
*# Glass_19_source &rarr; hit [Glass_19_hitpoint]
 
*# Glass_20_source &rarr; hit [Glass_20_hitpoint]
 
*# Glass_21_source &rarr; hit [Glass_21_hitpoint]
 
*# Glass_22_source &rarr; hit [Glass_22_hitpoint]
 
*# Glass_23_source &rarr; hit [Glass_23_hitpoint]
 
*# Glass_24_source &rarr; hit [Glass_24_hitpoint]
 
*# Glass_25_source &rarr; hit [Glass_25_hitpoint]
 
*# Glass_26_source &rarr; hit [Glass_26_hitpoint]
 
*# Glass_27_source &rarr; hit [Glass_27_hitpoint]
 
*# Glass_28_source &rarr; hit [Glass_28_hitpoint]
 
*# Glass_29_source &rarr; hit [Glass_29_hitpoint]
 
*# Glass_30_source &rarr; hit [Glass_30_hitpoint]
 
*# Glass_31_source &rarr; hit [Glass_31_hitpoint]
 
*# Glass_32_source &rarr; hit [Glass_32_hitpoint]
 
*# Glass_33_source &rarr; hit [Glass_33_hitpoint]
 
*# Glass_34_source &rarr; hit [Glass_34_hitpoint]
 
 
* Land_Airport_Tower_dam_F
 
* Land_Airport_Tower_dam_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_Hangar_F
 
* Land_Hangar_F
 
* Land_LandMark_F
 
* Land_LandMark_F
 
* Land_CargoBox_V1_F
 
* Land_CargoBox_V1_F
 
* Land_Cargo20_blue_F
 
* Land_Cargo20_blue_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo20_brick_red_F
 
* Land_Cargo20_brick_red_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo20_cyan_F
 
* Land_Cargo20_cyan_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo20_grey_F
 
* Land_Cargo20_grey_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo20_light_blue_F
 
* Land_Cargo20_light_blue_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo20_light_green_F
 
* Land_Cargo20_light_green_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo20_military_green_F
 
* Land_Cargo20_military_green_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo20_orange_F
 
* Land_Cargo20_orange_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo20_red_F
 
* Land_Cargo20_red_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo20_sand_F
 
* Land_Cargo20_sand_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo20_white_F
 
* Land_Cargo20_white_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo20_yellow_F
 
* Land_Cargo20_yellow_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo40_blue_F
 
* Land_Cargo40_blue_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo40_brick_red_F
 
* Land_Cargo40_brick_red_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo40_cyan_F
 
* Land_Cargo40_cyan_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo40_grey_F
 
* Land_Cargo40_grey_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo40_light_blue_F
 
* Land_Cargo40_light_blue_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo40_light_green_F
 
* Land_Cargo40_light_green_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo40_military_green_F
 
* Land_Cargo40_military_green_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo40_orange_F
 
* Land_Cargo40_orange_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo40_red_F
 
* Land_Cargo40_red_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo40_sand_F
 
* Land_Cargo40_sand_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo40_white_F
 
* Land_Cargo40_white_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo40_yellow_F
 
* Land_Cargo40_yellow_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Cargo20_color_V1_ruins_F
 
* Land_Cargo20_color_V1_ruins_F
 
* Land_Cargo20_color_V2_ruins_F
 
* Land_Cargo20_color_V2_ruins_F
Line 1,833: Line 618:
 
* Land_Cargo40_military_ruins_F
 
* Land_Cargo40_military_ruins_F
 
* Land_CarService_F
 
* Land_CarService_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
 
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
 
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
 
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
 
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
 
 
* Land_cmp_Hopper_ruins_F
 
* Land_cmp_Hopper_ruins_F
 
* Land_cmp_Hopper_F
 
* Land_cmp_Hopper_F
Line 1,880: Line 644:
 
* Land_Factory_Main_ruins_F
 
* Land_Factory_Main_ruins_F
 
* Land_Factory_Main_F
 
* Land_Factory_Main_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Factory_Tunnel_F
 
* Land_Factory_Tunnel_F
 
* Land_FuelStation_Build_ruins_F
 
* Land_FuelStation_Build_ruins_F
 
* Land_FuelStation_Build_F
 
* Land_FuelStation_Build_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
 
* Land_FuelStation_Feed_F
 
* Land_FuelStation_Feed_F
 
* Land_FuelStation_Shed_ruins_F
 
* Land_FuelStation_Shed_ruins_F
Line 1,967: Line 713:
 
* Land_Shed_Ind_ruins_F
 
* Land_Shed_Ind_ruins_F
 
* Land_i_Shed_Ind_F
 
* Land_i_Shed_Ind_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
*# Door_6_sound_source &rarr; user
 
*# Door_6_noSound_source &rarr; user
 
*# Door_6_locked_source &rarr; user
 
*# Door_7_sound_source &rarr; user
 
*# Door_7_noSound_source &rarr; user
 
*# Door_7_locked_source &rarr; user
 
*# Door_8_sound_source &rarr; user
 
*# Door_8_noSound_source &rarr; user
 
*# Door_8_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
 
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
 
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
 
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
 
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
 
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
 
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
 
*# Glass_15_source &rarr; hit [Glass_15_hitpoint]
 
*# Glass_16_source &rarr; hit [Glass_16_hitpoint]
 
*# Glass_17_source &rarr; hit [Glass_17_hitpoint]
 
*# Glass_18_source &rarr; hit [Glass_18_hitpoint]
 
*# Glass_19_source &rarr; hit [Glass_19_hitpoint]
 
*# Glass_20_source &rarr; hit [Glass_20_hitpoint]
 
*# Glass_21_source &rarr; hit [Glass_21_hitpoint]
 
*# Glass_22_source &rarr; hit [Glass_22_hitpoint]
 
*# Glass_23_source &rarr; hit [Glass_23_hitpoint]
 
*# Glass_24_source &rarr; hit [Glass_24_hitpoint]
 
 
* Land_u_Shed_Ind_F
 
* Land_u_Shed_Ind_F
 
* Land_SolarPanel_1_F
 
* Land_SolarPanel_1_F
Line 2,026: Line 724:
 
* Land_spp_Tower_ruins_F
 
* Land_spp_Tower_ruins_F
 
* Land_spp_Tower_F
 
* Land_spp_Tower_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_spp_Tower_dam_F
 
* Land_spp_Tower_dam_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_spp_Transformer_ruins_F
 
* Land_spp_Transformer_ruins_F
 
* Land_spp_Transformer_F
 
* Land_spp_Transformer_F
Line 2,052: Line 744:
 
* Land_d_Windmill01_F
 
* Land_d_Windmill01_F
 
* Land_i_Windmill01_F
 
* Land_i_Windmill01_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_PowerGenerator_F
 
* Land_PowerGenerator_F
 
* Land_wpp_Turbine_V1_F
 
* Land_wpp_Turbine_V1_F
 
* Land_wpp_Turbine_V1_off_F
 
* Land_wpp_Turbine_V1_off_F
*# time &rarr; ::time
 
*# timeRndOffset &rarr; ::timeRndOffset
 
 
* Land_wpp_Turbine_V2_F
 
* Land_wpp_Turbine_V2_F
 
* Land_wpp_Turbine_V2_off_F
 
* Land_wpp_Turbine_V2_off_F
*# time &rarr; ::time
 
*# timeRndOffset &rarr; ::timeRndOffset
 
 
* Land_File1_F
 
* Land_File1_F
 
* Land_File2_F
 
* Land_File2_F
Line 2,147: Line 832:
 
* Land_Barracks_ruins_F
 
* Land_Barracks_ruins_F
 
* Land_i_Barracks_V1_F
 
* Land_i_Barracks_V1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
*# Door_6_sound_source &rarr; user
 
*# Door_6_noSound_source &rarr; user
 
*# Door_6_locked_source &rarr; user
 
*# Door_7_sound_source &rarr; user
 
*# Door_7_noSound_source &rarr; user
 
*# Door_7_locked_source &rarr; user
 
*# Door_8_sound_source &rarr; user
 
*# Door_8_noSound_source &rarr; user
 
*# Door_8_locked_source &rarr; user
 
*# Door_9_sound_source &rarr; user
 
*# Door_9_noSound_source &rarr; user
 
*# Door_9_locked_source &rarr; user
 
*# Door_10_sound_source &rarr; user
 
*# Door_10_noSound_source &rarr; user
 
*# Door_10_locked_source &rarr; user
 
*# Door_11_sound_source &rarr; user
 
*# Door_11_noSound_source &rarr; user
 
*# Door_11_locked_source &rarr; user
 
*# Door_12_sound_source &rarr; user
 
*# Door_12_noSound_source &rarr; user
 
*# Door_12_locked_source &rarr; user
 
*# Door_13_sound_source &rarr; user
 
*# Door_13_noSound_source &rarr; user
 
*# Door_13_locked_source &rarr; user
 
*# Door_14_sound_source &rarr; user
 
*# Door_14_noSound_source &rarr; user
 
*# Door_14_locked_source &rarr; user
 
*# Door_15_sound_source &rarr; user
 
*# Door_15_noSound_source &rarr; user
 
*# Door_15_locked_source &rarr; user
 
*# Door_16_sound_source &rarr; user
 
*# Door_16_noSound_source &rarr; user
 
*# Door_16_locked_source &rarr; user
 
*# Door_17_sound_source &rarr; user
 
*# Door_17_noSound_source &rarr; user
 
*# Door_17_locked_source &rarr; user
 
*# Door_18_sound_source &rarr; user
 
*# Door_18_noSound_source &rarr; user
 
*# Door_18_locked_source &rarr; user
 
*# Door_19_sound_source &rarr; user
 
*# Door_19_noSound_source &rarr; user
 
*# Door_19_locked_source &rarr; user
 
*# Door_20_sound_source &rarr; user
 
*# Door_20_noSound_source &rarr; user
 
*# Door_20_locked_source &rarr; user
 
*# Door_21_sound_source &rarr; user
 
*# Door_21_noSound_source &rarr; user
 
*# Door_21_locked_source &rarr; user
 
*# Door_22_sound_source &rarr; user
 
*# Door_22_noSound_source &rarr; user
 
*# Door_22_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
 
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
 
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
 
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
 
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
 
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
 
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
 
*# Glass_15_source &rarr; hit [Glass_15_hitpoint]
 
*# Glass_16_source &rarr; hit [Glass_16_hitpoint]
 
*# Glass_17_source &rarr; hit [Glass_17_hitpoint]
 
*# Glass_18_source &rarr; hit [Glass_18_hitpoint]
 
*# Glass_19_source &rarr; hit [Glass_19_hitpoint]
 
*# Glass_20_source &rarr; hit [Glass_20_hitpoint]
 
*# Glass_21_source &rarr; hit [Glass_21_hitpoint]
 
*# Glass_22_source &rarr; hit [Glass_22_hitpoint]
 
*# Glass_23_source &rarr; hit [Glass_23_hitpoint]
 
*# Glass_24_source &rarr; hit [Glass_24_hitpoint]
 
*# Glass_25_source &rarr; hit [Glass_25_hitpoint]
 
*# Glass_26_source &rarr; hit [Glass_26_hitpoint]
 
*# Glass_27_source &rarr; hit [Glass_27_hitpoint]
 
*# Glass_28_source &rarr; hit [Glass_28_hitpoint]
 
*# Glass_29_source &rarr; hit [Glass_29_hitpoint]
 
*# Glass_30_source &rarr; hit [Glass_30_hitpoint]
 
*# Glass_31_source &rarr; hit [Glass_31_hitpoint]
 
*# Glass_32_source &rarr; hit [Glass_32_hitpoint]
 
*# Glass_33_source &rarr; hit [Glass_33_hitpoint]
 
*# Glass_34_source &rarr; hit [Glass_34_hitpoint]
 
*# Glass_35_source &rarr; hit [Glass_35_hitpoint]
 
*# Glass_36_source &rarr; hit [Glass_36_hitpoint]
 
*# Glass_37_source &rarr; hit [Glass_37_hitpoint]
 
*# Glass_38_source &rarr; hit [Glass_38_hitpoint]
 
*# Glass_39_source &rarr; hit [Glass_39_hitpoint]
 
*# Glass_40_source &rarr; hit [Glass_40_hitpoint]
 
*# Glass_41_source &rarr; hit [Glass_41_hitpoint]
 
*# Glass_42_source &rarr; hit [Glass_42_hitpoint]
 
*# Glass_43_source &rarr; hit [Glass_43_hitpoint]
 
*# Glass_44_source &rarr; hit [Glass_44_hitpoint]
 
*# Glass_45_source &rarr; hit [Glass_45_hitpoint]
 
*# Glass_46_source &rarr; hit [Glass_46_hitpoint]
 
*# Glass_47_source &rarr; hit [Glass_47_hitpoint]
 
*# Glass_48_source &rarr; hit [Glass_48_hitpoint]
 
*# Glass_49_source &rarr; hit [Glass_49_hitpoint]
 
*# Glass_50_source &rarr; hit [Glass_50_hitpoint]
 
*# Glass_51_source &rarr; hit [Glass_51_hitpoint]
 
*# Glass_52_source &rarr; hit [Glass_52_hitpoint]
 
*# Glass_53_source &rarr; hit [Glass_53_hitpoint]
 
*# Glass_54_source &rarr; hit [Glass_54_hitpoint]
 
*# Glass_55_source &rarr; hit [Glass_55_hitpoint]
 
*# Glass_56_source &rarr; hit [Glass_56_hitpoint]
 
*# Glass_57_source &rarr; hit [Glass_57_hitpoint]
 
*# Glass_58_source &rarr; hit [Glass_58_hitpoint]
 
*# Glass_59_source &rarr; hit [Glass_59_hitpoint]
 
*# Glass_60_source &rarr; hit [Glass_60_hitpoint]
 
*# Glass_61_source &rarr; hit [Glass_61_hitpoint]
 
*# Glass_62_source &rarr; hit [Glass_62_hitpoint]
 
 
* Land_i_Barracks_V1_dam_F
 
* Land_i_Barracks_V1_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
*# Door_6_sound_source &rarr; user
 
*# Door_6_noSound_source &rarr; user
 
*# Door_6_locked_source &rarr; user
 
*# Door_7_sound_source &rarr; user
 
*# Door_7_noSound_source &rarr; user
 
*# Door_7_locked_source &rarr; user
 
*# Door_8_sound_source &rarr; user
 
*# Door_8_noSound_source &rarr; user
 
*# Door_8_locked_source &rarr; user
 
*# Door_9_sound_source &rarr; user
 
*# Door_9_noSound_source &rarr; user
 
*# Door_9_locked_source &rarr; user
 
*# Door_10_sound_source &rarr; user
 
*# Door_10_noSound_source &rarr; user
 
*# Door_10_locked_source &rarr; user
 
*# Door_11_sound_source &rarr; user
 
*# Door_11_noSound_source &rarr; user
 
*# Door_11_locked_source &rarr; user
 
*# Door_12_sound_source &rarr; user
 
*# Door_12_noSound_source &rarr; user
 
*# Door_12_locked_source &rarr; user
 
*# Door_13_sound_source &rarr; user
 
*# Door_13_noSound_source &rarr; user
 
*# Door_13_locked_source &rarr; user
 
*# Door_14_sound_source &rarr; user
 
*# Door_14_noSound_source &rarr; user
 
*# Door_14_locked_source &rarr; user
 
*# Door_15_sound_source &rarr; user
 
*# Door_15_noSound_source &rarr; user
 
*# Door_15_locked_source &rarr; user
 
*# Door_16_sound_source &rarr; user
 
*# Door_16_noSound_source &rarr; user
 
*# Door_16_locked_source &rarr; user
 
*# Door_17_sound_source &rarr; user
 
*# Door_17_noSound_source &rarr; user
 
*# Door_17_locked_source &rarr; user
 
*# Door_18_sound_source &rarr; user
 
*# Door_18_noSound_source &rarr; user
 
*# Door_18_locked_source &rarr; user
 
*# Door_19_sound_source &rarr; user
 
*# Door_19_noSound_source &rarr; user
 
*# Door_19_locked_source &rarr; user
 
*# Door_20_sound_source &rarr; user
 
*# Door_20_noSound_source &rarr; user
 
*# Door_20_locked_source &rarr; user
 
*# Door_21_sound_source &rarr; user
 
*# Door_21_noSound_source &rarr; user
 
*# Door_21_locked_source &rarr; user
 
*# Door_22_sound_source &rarr; user
 
*# Door_22_noSound_source &rarr; user
 
*# Door_22_locked_source &rarr; user
 
 
* Land_i_Barracks_V2_F
 
* Land_i_Barracks_V2_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
*# Door_6_sound_source &rarr; user
 
*# Door_6_noSound_source &rarr; user
 
*# Door_6_locked_source &rarr; user
 
*# Door_7_sound_source &rarr; user
 
*# Door_7_noSound_source &rarr; user
 
*# Door_7_locked_source &rarr; user
 
*# Door_8_sound_source &rarr; user
 
*# Door_8_noSound_source &rarr; user
 
*# Door_8_locked_source &rarr; user
 
*# Door_9_sound_source &rarr; user
 
*# Door_9_noSound_source &rarr; user
 
*# Door_9_locked_source &rarr; user
 
*# Door_10_sound_source &rarr; user
 
*# Door_10_noSound_source &rarr; user
 
*# Door_10_locked_source &rarr; user
 
*# Door_11_sound_source &rarr; user
 
*# Door_11_noSound_source &rarr; user
 
*# Door_11_locked_source &rarr; user
 
*# Door_12_sound_source &rarr; user
 
*# Door_12_noSound_source &rarr; user
 
*# Door_12_locked_source &rarr; user
 
*# Door_13_sound_source &rarr; user
 
*# Door_13_noSound_source &rarr; user
 
*# Door_13_locked_source &rarr; user
 
*# Door_14_sound_source &rarr; user
 
*# Door_14_noSound_source &rarr; user
 
*# Door_14_locked_source &rarr; user
 
*# Door_15_sound_source &rarr; user
 
*# Door_15_noSound_source &rarr; user
 
*# Door_15_locked_source &rarr; user
 
*# Door_16_sound_source &rarr; user
 
*# Door_16_noSound_source &rarr; user
 
*# Door_16_locked_source &rarr; user
 
*# Door_17_sound_source &rarr; user
 
*# Door_17_noSound_source &rarr; user
 
*# Door_17_locked_source &rarr; user
 
*# Door_18_sound_source &rarr; user
 
*# Door_18_noSound_source &rarr; user
 
*# Door_18_locked_source &rarr; user
 
*# Door_19_sound_source &rarr; user
 
*# Door_19_noSound_source &rarr; user
 
*# Door_19_locked_source &rarr; user
 
*# Door_20_sound_source &rarr; user
 
*# Door_20_noSound_source &rarr; user
 
*# Door_20_locked_source &rarr; user
 
*# Door_21_sound_source &rarr; user
 
*# Door_21_noSound_source &rarr; user
 
*# Door_21_locked_source &rarr; user
 
*# Door_22_sound_source &rarr; user
 
*# Door_22_noSound_source &rarr; user
 
*# Door_22_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
 
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
 
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
 
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
 
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
 
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
 
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
 
*# Glass_15_source &rarr; hit [Glass_15_hitpoint]
 
*# Glass_16_source &rarr; hit [Glass_16_hitpoint]
 
*# Glass_17_source &rarr; hit [Glass_17_hitpoint]
 
*# Glass_18_source &rarr; hit [Glass_18_hitpoint]
 
*# Glass_19_source &rarr; hit [Glass_19_hitpoint]
 
*# Glass_20_source &rarr; hit [Glass_20_hitpoint]
 
*# Glass_21_source &rarr; hit [Glass_21_hitpoint]
 
*# Glass_22_source &rarr; hit [Glass_22_hitpoint]
 
*# Glass_23_source &rarr; hit [Glass_23_hitpoint]
 
*# Glass_24_source &rarr; hit [Glass_24_hitpoint]
 
*# Glass_25_source &rarr; hit [Glass_25_hitpoint]
 
*# Glass_26_source &rarr; hit [Glass_26_hitpoint]
 
*# Glass_27_source &rarr; hit [Glass_27_hitpoint]
 
*# Glass_28_source &rarr; hit [Glass_28_hitpoint]
 
*# Glass_29_source &rarr; hit [Glass_29_hitpoint]
 
*# Glass_30_source &rarr; hit [Glass_30_hitpoint]
 
*# Glass_31_source &rarr; hit [Glass_31_hitpoint]
 
*# Glass_32_source &rarr; hit [Glass_32_hitpoint]
 
*# Glass_33_source &rarr; hit [Glass_33_hitpoint]
 
*# Glass_34_source &rarr; hit [Glass_34_hitpoint]
 
*# Glass_35_source &rarr; hit [Glass_35_hitpoint]
 
*# Glass_36_source &rarr; hit [Glass_36_hitpoint]
 
*# Glass_37_source &rarr; hit [Glass_37_hitpoint]
 
*# Glass_38_source &rarr; hit [Glass_38_hitpoint]
 
*# Glass_39_source &rarr; hit [Glass_39_hitpoint]
 
*# Glass_40_source &rarr; hit [Glass_40_hitpoint]
 
*# Glass_41_source &rarr; hit [Glass_41_hitpoint]
 
*# Glass_42_source &rarr; hit [Glass_42_hitpoint]
 
*# Glass_43_source &rarr; hit [Glass_43_hitpoint]
 
*# Glass_44_source &rarr; hit [Glass_44_hitpoint]
 
*# Glass_45_source &rarr; hit [Glass_45_hitpoint]
 
*# Glass_46_source &rarr; hit [Glass_46_hitpoint]
 
*# Glass_47_source &rarr; hit [Glass_47_hitpoint]
 
*# Glass_48_source &rarr; hit [Glass_48_hitpoint]
 
*# Glass_49_source &rarr; hit [Glass_49_hitpoint]
 
*# Glass_50_source &rarr; hit [Glass_50_hitpoint]
 
*# Glass_51_source &rarr; hit [Glass_51_hitpoint]
 
*# Glass_52_source &rarr; hit [Glass_52_hitpoint]
 
*# Glass_53_source &rarr; hit [Glass_53_hitpoint]
 
*# Glass_54_source &rarr; hit [Glass_54_hitpoint]
 
*# Glass_55_source &rarr; hit [Glass_55_hitpoint]
 
*# Glass_56_source &rarr; hit [Glass_56_hitpoint]
 
*# Glass_57_source &rarr; hit [Glass_57_hitpoint]
 
*# Glass_58_source &rarr; hit [Glass_58_hitpoint]
 
*# Glass_59_source &rarr; hit [Glass_59_hitpoint]
 
*# Glass_60_source &rarr; hit [Glass_60_hitpoint]
 
*# Glass_61_source &rarr; hit [Glass_61_hitpoint]
 
*# Glass_62_source &rarr; hit [Glass_62_hitpoint]
 
 
* Land_i_Barracks_V2_dam_F
 
* Land_i_Barracks_V2_dam_F
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
 
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
*# Door_6_sound_source &rarr; user
 
*# Door_6_noSound_source &rarr; user
 
*# Door_6_locked_source &rarr; user
 
*# Door_7_sound_source &rarr; user
 
*# Door_7_noSound_source &rarr; user
 
*# Door_7_locked_source &rarr; user
 
*# Door_8_sound_source &rarr; user
 
*# Door_8_noSound_source &rarr; user
 
*# Door_8_locked_source &rarr; user
 
*# Door_9_sound_source &rarr; user
 
*# Door_9_noSound_source &rarr; user
 
*# Door_9_locked_source &rarr; user
 
*# Door_10_sound_source &rarr; user
 
*# Door_10_noSound_source &rarr; user
 
*# Door_10_locked_source &rarr; user
 
*# Door_11_sound_source &rarr; user
 
*# Door_11_noSound_source &rarr; user
 
*# Door_11_locked_source &rarr; user
 
*# Door_12_sound_source &rarr; user
 
*# Door_12_noSound_source &rarr; user
 
*# Door_12_locked_source &rarr; user
 
*# Door_13_sound_source &rarr; user
 
*# Door_13_noSound_source &rarr; user
 
*# Door_13_locked_source &rarr; user
 
*# Door_14_sound_source &rarr; user
 
*# Door_14_noSound_source &rarr; user
 
*# Door_14_locked_source &rarr; user
 
*# Door_15_sound_source &rarr; user
 
*# Door_15_noSound_source &rarr; user
 
*# Door_15_locked_source &rarr; user
 
*# Door_16_sound_source &rarr; user
 
*# Door_16_noSound_source &rarr; user
 
*# Door_16_locked_source &rarr; user
 
*# Door_17_sound_source &rarr; user
 
*# Door_17_noSound_source &rarr; user
 
*# Door_17_locked_source &rarr; user
 
*# Door_18_sound_source &rarr; user
 
*# Door_18_noSound_source &rarr; user
 
*# Door_18_locked_source &rarr; user
 
*# Door_19_sound_source &rarr; user
 
*# Door_19_noSound_source &rarr; user
 
*# Door_19_locked_source &rarr; user
 
*# Door_20_sound_source &rarr; user
 
*# Door_20_noSound_source &rarr; user
 
*# Door_20_locked_source &rarr; user
 
*# Door_21_sound_source &rarr; user
 
*# Door_21_noSound_source &rarr; user
 
*# Door_21_locked_source &rarr; user
 
*# Door_22_sound_source &rarr; user
 
*# Door_22_noSound_source &rarr; user
 
*# Door_22_locked_source &rarr; user
 
 
* Land_u_Barracks_V2_F
 
* Land_u_Barracks_V2_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
*# Door_6_sound_source &rarr; user
 
*# Door_6_noSound_source &rarr; user
 
*# Door_6_locked_source &rarr; user
 
*# Door_7_sound_source &rarr; user
 
*# Door_7_noSound_source &rarr; user
 
*# Door_7_locked_source &rarr; user
 
*# Door_8_sound_source &rarr; user
 
*# Door_8_noSound_source &rarr; user
 
*# Door_8_locked_source &rarr; user
 
*# Door_9_sound_source &rarr; user
 
*# Door_9_noSound_source &rarr; user
 
*# Door_9_locked_source &rarr; user
 
*# Door_10_sound_source &rarr; user
 
*# Door_10_noSound_source &rarr; user
 
*# Door_10_locked_source &rarr; user
 
*# Door_11_sound_source &rarr; user
 
*# Door_11_noSound_source &rarr; user
 
*# Door_11_locked_source &rarr; user
 
*# Door_12_sound_source &rarr; user
 
*# Door_12_noSound_source &rarr; user
 
*# Door_12_locked_source &rarr; user
 
*# Door_13_sound_source &rarr; user
 
*# Door_13_noSound_source &rarr; user
 
*# Door_13_locked_source &rarr; user
 
*# Door_14_sound_source &rarr; user
 
*# Door_14_noSound_source &rarr; user
 
*# Door_14_locked_source &rarr; user
 
*# Door_15_sound_source &rarr; user
 
*# Door_15_noSound_source &rarr; user
 
*# Door_15_locked_source &rarr; user
 
*# Door_16_sound_source &rarr; user
 
*# Door_16_noSound_source &rarr; user
 
*# Door_16_locked_source &rarr; user
 
*# Door_17_sound_source &rarr; user
 
*# Door_17_noSound_source &rarr; user
 
*# Door_17_locked_source &rarr; user
 
*# Door_18_sound_source &rarr; user
 
*# Door_18_noSound_source &rarr; user
 
*# Door_18_locked_source &rarr; user
 
*# Door_19_sound_source &rarr; user
 
*# Door_19_noSound_source &rarr; user
 
*# Door_19_locked_source &rarr; user
 
*# Door_20_sound_source &rarr; user
 
*# Door_20_noSound_source &rarr; user
 
*# Door_20_locked_source &rarr; user
 
*# Door_21_sound_source &rarr; user
 
*# Door_21_noSound_source &rarr; user
 
*# Door_21_locked_source &rarr; user
 
*# Door_22_sound_source &rarr; user
 
*# Door_22_noSound_source &rarr; user
 
*# Door_22_locked_source &rarr; user
 
 
* Land_Bunker_F
 
* Land_Bunker_F
 
* Land_Cargo_House_V1_ruins_F
 
* Land_Cargo_House_V1_ruins_F
 
* Land_Cargo_House_V1_F
 
* Land_Cargo_House_V1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_Cargo_House_V2_ruins_F
 
* Land_Cargo_House_V2_ruins_F
 
* Land_Cargo_House_V2_F
 
* Land_Cargo_House_V2_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_Cargo_House_V3_ruins_F
 
* Land_Cargo_House_V3_ruins_F
 
* Land_Cargo_House_V3_F
 
* Land_Cargo_House_V3_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_Cargo_HQ_V1_ruins_F
 
* Land_Cargo_HQ_V1_ruins_F
 
* Land_Cargo_HQ_V1_F
 
* Land_Cargo_HQ_V1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Hatch_1_source &rarr; user
 
 
* Land_Cargo_HQ_V2_ruins_F
 
* Land_Cargo_HQ_V2_ruins_F
 
* Land_Cargo_HQ_V2_F
 
* Land_Cargo_HQ_V2_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Hatch_1_source &rarr; user
 
 
* Land_Cargo_HQ_V3_ruins_F
 
* Land_Cargo_HQ_V3_ruins_F
 
* Land_Cargo_HQ_V3_F
 
* Land_Cargo_HQ_V3_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Hatch_1_source &rarr; user
 
 
* Land_Cargo_Patrol_V1_ruins_F
 
* Land_Cargo_Patrol_V1_ruins_F
 
* Land_Cargo_Patrol_V1_F
 
* Land_Cargo_Patrol_V1_F
*# Hatch_1_source &rarr; user
 
*# Hatch_2_source &rarr; user
 
*# Hatch_3_source &rarr; user
 
*# Hatch_4_source &rarr; user
 
 
* Land_Cargo_Patrol_V2_ruins_F
 
* Land_Cargo_Patrol_V2_ruins_F
 
* Land_Cargo_Patrol_V2_F
 
* Land_Cargo_Patrol_V2_F
*# Hatch_1_source &rarr; user
 
*# Hatch_2_source &rarr; user
 
*# Hatch_3_source &rarr; user
 
*# Hatch_4_source &rarr; user
 
 
* Land_Cargo_Patrol_V3_ruins_F
 
* Land_Cargo_Patrol_V3_ruins_F
 
* Land_Cargo_Patrol_V3_F
 
* Land_Cargo_Patrol_V3_F
*# Hatch_1_source &rarr; user
 
*# Hatch_2_source &rarr; user
 
*# Hatch_3_source &rarr; user
 
*# Hatch_4_source &rarr; user
 
 
* Land_Cargo_Tower_V1_ruins_F
 
* Land_Cargo_Tower_V1_ruins_F
 
* Land_Cargo_Tower_V1_F
 
* Land_Cargo_Tower_V1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Hatch_1_source &rarr; user
 
*# Hatch_2_source &rarr; user
 
*# Hatch_3_source &rarr; user
 
*# Hatch_4_source &rarr; user
 
*# Hatch_5_source &rarr; user
 
*# Hatch_6_source &rarr; user
 
 
* Land_Cargo_Tower_V1_No1_F
 
* Land_Cargo_Tower_V1_No1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Hatch_1_source &rarr; user
 
*# Hatch_2_source &rarr; user
 
*# Hatch_3_source &rarr; user
 
*# Hatch_4_source &rarr; user
 
*# Hatch_5_source &rarr; user
 
*# Hatch_6_source &rarr; user
 
 
* Land_Cargo_Tower_V1_No2_F
 
* Land_Cargo_Tower_V1_No2_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Hatch_1_source &rarr; user
 
*# Hatch_2_source &rarr; user
 
*# Hatch_3_source &rarr; user
 
*# Hatch_4_source &rarr; user
 
*# Hatch_5_source &rarr; user
 
*# Hatch_6_source &rarr; user
 
 
* Land_Cargo_Tower_V1_No3_F
 
* Land_Cargo_Tower_V1_No3_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Hatch_1_source &rarr; user
 
*# Hatch_2_source &rarr; user
 
*# Hatch_3_source &rarr; user
 
*# Hatch_4_source &rarr; user
 
*# Hatch_5_source &rarr; user
 
*# Hatch_6_source &rarr; user
 
 
* Land_Cargo_Tower_V1_No4_F
 
* Land_Cargo_Tower_V1_No4_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Hatch_1_source &rarr; user
 
*# Hatch_2_source &rarr; user
 
*# Hatch_3_source &rarr; user
 
*# Hatch_4_source &rarr; user
 
*# Hatch_5_source &rarr; user
 
*# Hatch_6_source &rarr; user
 
 
* Land_Cargo_Tower_V1_No5_F
 
* Land_Cargo_Tower_V1_No5_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Hatch_1_source &rarr; user
 
*# Hatch_2_source &rarr; user
 
*# Hatch_3_source &rarr; user
 
*# Hatch_4_source &rarr; user
 
*# Hatch_5_source &rarr; user
 
*# Hatch_6_source &rarr; user
 
 
* Land_Cargo_Tower_V1_No6_F
 
* Land_Cargo_Tower_V1_No6_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Hatch_1_source &rarr; user
 
*# Hatch_2_source &rarr; user
 
*# Hatch_3_source &rarr; user
 
*# Hatch_4_source &rarr; user
 
*# Hatch_5_source &rarr; user
 
*# Hatch_6_source &rarr; user
 
 
* Land_Cargo_Tower_V1_No7_F
 
* Land_Cargo_Tower_V1_No7_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Hatch_1_source &rarr; user
 
*# Hatch_2_source &rarr; user
 
*# Hatch_3_source &rarr; user
 
*# Hatch_4_source &rarr; user
 
*# Hatch_5_source &rarr; user
 
*# Hatch_6_source &rarr; user
 
 
* Land_Cargo_Tower_V2_ruins_F
 
* Land_Cargo_Tower_V2_ruins_F
 
* Land_Cargo_Tower_V2_F
 
* Land_Cargo_Tower_V2_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Hatch_1_source &rarr; user
 
*# Hatch_2_source &rarr; user
 
*# Hatch_3_source &rarr; user
 
*# Hatch_4_source &rarr; user
 
*# Hatch_5_source &rarr; user
 
*# Hatch_6_source &rarr; user
 
 
* Land_Cargo_Tower_V3_ruins_F
 
* Land_Cargo_Tower_V3_ruins_F
 
* Land_Cargo_Tower_V3_F
 
* Land_Cargo_Tower_V3_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Hatch_1_source &rarr; user
 
*# Hatch_2_source &rarr; user
 
*# Hatch_3_source &rarr; user
 
*# Hatch_4_source &rarr; user
 
*# Hatch_5_source &rarr; user
 
*# Hatch_6_source &rarr; user
 
 
* Land_Medevac_house_V1_ruins_F
 
* Land_Medevac_house_V1_ruins_F
 
* Land_Medevac_house_V1_F
 
* Land_Medevac_house_V1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_Medevac_HQ_V1_ruins_F
 
* Land_Medevac_HQ_V1_ruins_F
 
* Land_Medevac_HQ_V1_F
 
* Land_Medevac_HQ_V1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Hatch_1_source &rarr; user
 
 
* FlagPole_F
 
* FlagPole_F
 
* Flag_Vrana_F
 
* Flag_Vrana_F
Line 2,891: Line 916:
 
* Land_JumpTarget_F
 
* Land_JumpTarget_F
 
* Land_MilOffices_V1_F
 
* Land_MilOffices_V1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
*# Door_6_sound_source &rarr; user
 
*# Door_6_noSound_source &rarr; user
 
*# Door_6_locked_source &rarr; user
 
*# Door_7_sound_source &rarr; user
 
*# Door_7_noSound_source &rarr; user
 
*# Door_7_locked_source &rarr; user
 
*# Door_8_sound_source &rarr; user
 
*# Door_8_noSound_source &rarr; user
 
*# Door_8_locked_source &rarr; user
 
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
 
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
 
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
 
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
 
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
 
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
 
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
 
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
 
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
 
*# Glass_15_source &rarr; hit [Glass_15_hitpoint]
 
*# Glass_16_source &rarr; hit [Glass_16_hitpoint]
 
*# Glass_17_source &rarr; hit [Glass_17_hitpoint]
 
*# Glass_18_source &rarr; hit [Glass_18_hitpoint]
 
*# Glass_19_source &rarr; hit [Glass_19_hitpoint]
 
*# Glass_20_source &rarr; hit [Glass_20_hitpoint]
 
*# Glass_21_source &rarr; hit [Glass_21_hitpoint]
 
*# Glass_22_source &rarr; hit [Glass_22_hitpoint]
 
*# Glass_23_source &rarr; hit [Glass_23_hitpoint]
 
*# Glass_24_source &rarr; hit [Glass_24_hitpoint]
 
*# Glass_25_source &rarr; hit [Glass_25_hitpoint]
 
*# Glass_26_source &rarr; hit [Glass_26_hitpoint]
 
*# Glass_27_source &rarr; hit [Glass_27_hitpoint]
 
*# Glass_28_source &rarr; hit [Glass_28_hitpoint]
 
*# Glass_29_source &rarr; hit [Glass_29_hitpoint]
 
*# Glass_30_source &rarr; hit [Glass_30_hitpoint]
 
*# Glass_31_source &rarr; hit [Glass_31_hitpoint]
 
*# Glass_32_source &rarr; hit [Glass_32_hitpoint]
 
 
* Land_Radar_ruins_F
 
* Land_Radar_ruins_F
 
* Land_Radar_F
 
* Land_Radar_F
Line 2,973: Line 942:
 
* Land_TentHangar_V1_dam_F
 
* Land_TentHangar_V1_dam_F
 
* Land_BuoyBig_F
 
* Land_BuoyBig_F
*# Light_1_source &rarr; MarkerLight
 
 
* Land_nav_pier_m_F
 
* Land_nav_pier_m_F
 
* Land_Pier_addon
 
* Land_Pier_addon
Line 2,987: Line 955:
 
* Land_RowBoat_V3_F
 
* Land_RowBoat_V3_F
 
* Land_Dome_Big_F
 
* Land_Dome_Big_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
 
* Land_Dome_Small_F
 
* Land_Dome_Small_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Research_house_V1_ruins_F
 
* Land_Research_house_V1_ruins_F
 
* Land_Research_house_V1_F
 
* Land_Research_house_V1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_Research_HQ_ruins_F
 
* Land_Research_HQ_ruins_F
 
* Land_Research_HQ_F
 
* Land_Research_HQ_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_ClutterCutter_large_F
 
* Land_ClutterCutter_large_F
 
* Land_ClutterCutter_medium_F
 
* Land_ClutterCutter_medium_F
Line 3,041: Line 985:
 
* Target_Rail_End_F
 
* Target_Rail_End_F
 
* TargetP_Inf_F
 
* TargetP_Inf_F
*# Terc
 
 
* TargetP_Inf_NoPop_F
 
* TargetP_Inf_NoPop_F
*# Terc
 
 
* TargetP_Inf_Acc1_F
 
* TargetP_Inf_Acc1_F
*# Terc
 
 
* TargetP_Inf_Acc1_NoPop_F
 
* TargetP_Inf_Acc1_NoPop_F
*# Terc
 
 
* TargetP_Inf_Acc2_F
 
* TargetP_Inf_Acc2_F
*# Terc
 
 
* TargetP_Inf_Acc2_NoPop_F
 
* TargetP_Inf_Acc2_NoPop_F
*# Terc
 
 
* Target_PopUp_Moving_F
 
* Target_PopUp_Moving_F
*# Terc
 
 
* Target_PopUp_Moving_NoPop_F
 
* Target_PopUp_Moving_NoPop_F
*# Terc
 
 
* Target_PopUp_Moving_Acc1_F
 
* Target_PopUp_Moving_Acc1_F
*# Terc
 
 
* Target_PopUp_Moving_Acc1_NoPop_F
 
* Target_PopUp_Moving_Acc1_NoPop_F
*# Terc
 
 
* Target_PopUp_Moving_Acc2_F
 
* Target_PopUp_Moving_Acc2_F
*# Terc
 
 
* Target_PopUp_Moving_Acc2_NoPop_F
 
* Target_PopUp_Moving_Acc2_NoPop_F
*# Terc
 
 
* Target_PopUp_Moving_90deg_F
 
* Target_PopUp_Moving_90deg_F
*# Terc
 
 
* Target_PopUp_Moving_90deg_NoPop_F
 
* Target_PopUp_Moving_90deg_NoPop_F
*# Terc
 
 
* Target_PopUp_Moving_90deg_Acc1_F
 
* Target_PopUp_Moving_90deg_Acc1_F
*# Terc
 
 
* Target_PopUp_Moving_90deg_Acc1_NoPop_F
 
* Target_PopUp_Moving_90deg_Acc1_NoPop_F
*# Terc
 
 
* Target_PopUp_Moving_90deg_Acc2_F
 
* Target_PopUp_Moving_90deg_Acc2_F
*# Terc
 
 
* Target_PopUp_Moving_90deg_Acc2_NoPop_F
 
* Target_PopUp_Moving_90deg_Acc2_NoPop_F
*# Terc
 
 
* TargetP_Inf2_F
 
* TargetP_Inf2_F
*# Terc
 
 
* TargetP_Inf2_NoPop_F
 
* TargetP_Inf2_NoPop_F
*# Terc
 
 
* TargetP_Inf2_Acc1_F
 
* TargetP_Inf2_Acc1_F
*# Terc
 
 
* TargetP_Inf2_Acc1_NoPop_F
 
* TargetP_Inf2_Acc1_NoPop_F
*# Terc
 
 
* TargetP_Inf2_Acc2_F
 
* TargetP_Inf2_Acc2_F
*# Terc
 
 
* TargetP_Inf2_Acc2_NoPop_F
 
* TargetP_Inf2_Acc2_NoPop_F
*# Terc
 
 
* Target_PopUp2_Moving_F
 
* Target_PopUp2_Moving_F
*# Terc
 
 
* Target_PopUp2_Moving_NoPop_F
 
* Target_PopUp2_Moving_NoPop_F
*# Terc
 
 
* Target_PopUp2_Moving_Acc1_F
 
* Target_PopUp2_Moving_Acc1_F
*# Terc
 
 
* Target_PopUp2_Moving_Acc1_NoPop_F
 
* Target_PopUp2_Moving_Acc1_NoPop_F
*# Terc
 
 
* Target_PopUp2_Moving_Acc2_F
 
* Target_PopUp2_Moving_Acc2_F
*# Terc
 
 
* Target_PopUp2_Moving_Acc2_NoPop_F
 
* Target_PopUp2_Moving_Acc2_NoPop_F
*# Terc
 
 
* Target_PopUp2_Moving_90deg_F
 
* Target_PopUp2_Moving_90deg_F
*# Terc
 
 
* Target_PopUp2_Moving_90deg_NoPop_F
 
* Target_PopUp2_Moving_90deg_NoPop_F
*# Terc
 
 
* Target_PopUp2_Moving_90deg_Acc1_F
 
* Target_PopUp2_Moving_90deg_Acc1_F
*# Terc
 
 
* Target_PopUp2_Moving_90deg_Acc1_NoPop_F
 
* Target_PopUp2_Moving_90deg_Acc1_NoPop_F
*# Terc
 
 
* Target_PopUp2_Moving_90deg_Acc2_F
 
* Target_PopUp2_Moving_90deg_Acc2_F
*# Terc
 
 
* Target_PopUp2_Moving_90deg_Acc2_NoPop_F
 
* Target_PopUp2_Moving_90deg_Acc2_NoPop_F
*# Terc
 
 
* TargetP_Inf3_F
 
* TargetP_Inf3_F
*# Terc
 
 
* TargetP_Inf3_NoPop_F
 
* TargetP_Inf3_NoPop_F
*# Terc
 
 
* TargetP_Inf3_Acc1_F
 
* TargetP_Inf3_Acc1_F
*# Terc
 
 
* TargetP_Inf3_Acc1_NoPop_F
 
* TargetP_Inf3_Acc1_NoPop_F
*# Terc
 
 
* TargetP_Inf3_Acc2_F
 
* TargetP_Inf3_Acc2_F
*# Terc
 
 
* TargetP_Inf3_Acc2_NoPop_F
 
* TargetP_Inf3_Acc2_NoPop_F
*# Terc
 
 
* Target_PopUp3_Moving_F
 
* Target_PopUp3_Moving_F
*# Terc
 
 
* Target_PopUp3_Moving_NoPop_F
 
* Target_PopUp3_Moving_NoPop_F
*# Terc
 
 
* Target_PopUp3_Moving_Acc1_F
 
* Target_PopUp3_Moving_Acc1_F
*# Terc
 
 
* Target_PopUp3_Moving_Acc1_NoPop_F
 
* Target_PopUp3_Moving_Acc1_NoPop_F
*# Terc
 
 
* Target_PopUp3_Moving_Acc2_F
 
* Target_PopUp3_Moving_Acc2_F
*# Terc
 
 
* Target_PopUp3_Moving_Acc2_NoPop_F
 
* Target_PopUp3_Moving_Acc2_NoPop_F
*# Terc
 
 
* Target_PopUp3_Moving_90deg_F
 
* Target_PopUp3_Moving_90deg_F
*# Terc
 
 
* Target_PopUp3_Moving_90deg_NoPop_F
 
* Target_PopUp3_Moving_90deg_NoPop_F
*# Terc
 
 
* Target_PopUp3_Moving_90deg_Acc1_F
 
* Target_PopUp3_Moving_90deg_Acc1_F
*# Terc
 
 
* Target_PopUp3_Moving_90deg_Acc1_NoPop_F
 
* Target_PopUp3_Moving_90deg_Acc1_NoPop_F
*# Terc
 
 
* Target_PopUp3_Moving_90deg_Acc2_F
 
* Target_PopUp3_Moving_90deg_Acc2_F
*# Terc
 
 
* Target_PopUp3_Moving_90deg_Acc2_NoPop_F
 
* Target_PopUp3_Moving_90deg_Acc2_NoPop_F
*# Terc
 
 
* TargetP_Zom_F
 
* TargetP_Zom_F
*# Terc
 
 
* TargetP_Zom_NoPop_F
 
* TargetP_Zom_NoPop_F
*# Terc
 
 
* TargetP_Zom_Acc1_F
 
* TargetP_Zom_Acc1_F
*# Terc
 
 
* TargetP_Zom_Acc1_NoPop_F
 
* TargetP_Zom_Acc1_NoPop_F
*# Terc
 
 
* Zombie_PopUp_Moving_F
 
* Zombie_PopUp_Moving_F
*# Terc
 
 
* Zombie_PopUp_Moving_NoPop_F
 
* Zombie_PopUp_Moving_NoPop_F
*# Terc
 
 
* Zombie_PopUp_Moving_Acc1_F
 
* Zombie_PopUp_Moving_Acc1_F
*# Terc
 
 
* Zombie_PopUp_Moving_Acc1_NoPop_F
 
* Zombie_PopUp_Moving_Acc1_NoPop_F
*# Terc
 
 
* Zombie_PopUp_Moving_90deg_F
 
* Zombie_PopUp_Moving_90deg_F
*# Terc
 
 
* Zombie_PopUp_Moving_90deg_NoPop_F
 
* Zombie_PopUp_Moving_90deg_NoPop_F
*# Terc
 
 
* Zombie_PopUp_Moving_90deg_Acc1_F
 
* Zombie_PopUp_Moving_90deg_Acc1_F
*# Terc
 
 
* Zombie_PopUp_Moving_90deg_Acc1_NoPop_F
 
* Zombie_PopUp_Moving_90deg_Acc1_NoPop_F
*# Terc
 
 
* TargetP_Civ_F
 
* TargetP_Civ_F
*# Terc
 
 
* TargetP_Civ_NoPop_F
 
* TargetP_Civ_NoPop_F
*# Terc
 
 
* Hostage_PopUp_Moving_F
 
* Hostage_PopUp_Moving_F
*# Terc
 
 
* Hostage_PopUp_Moving_NoPop_F
 
* Hostage_PopUp_Moving_NoPop_F
*# Terc
 
 
* Hostage_PopUp_Moving_90deg_F
 
* Hostage_PopUp_Moving_90deg_F
*# Terc
 
 
* Hostage_PopUp_Moving_90deg_NoPop_F
 
* Hostage_PopUp_Moving_90deg_NoPop_F
*# Terc
 
 
* TargetP_Civ2_F
 
* TargetP_Civ2_F
*# Terc
 
 
* TargetP_Civ2_NoPop_F
 
* TargetP_Civ2_NoPop_F
*# Terc
 
 
* Hostage_PopUp2_Moving_F
 
* Hostage_PopUp2_Moving_F
*# Terc
 
 
* Hostage_PopUp2_Moving_NoPop_F
 
* Hostage_PopUp2_Moving_NoPop_F
*# Terc
 
 
* Hostage_PopUp2_Moving_90deg_F
 
* Hostage_PopUp2_Moving_90deg_F
*# Terc
 
 
* Hostage_PopUp2_Moving_90deg_NoPop_F
 
* Hostage_PopUp2_Moving_90deg_NoPop_F
*# Terc
 
 
* TargetP_Civ3_F
 
* TargetP_Civ3_F
*# Terc
 
 
* TargetP_Civ3_NoPop_F
 
* TargetP_Civ3_NoPop_F
*# Terc
 
 
* Hostage_PopUp3_Moving_F
 
* Hostage_PopUp3_Moving_F
*# Terc
 
 
* Hostage_PopUp3_Moving_NoPop_F
 
* Hostage_PopUp3_Moving_NoPop_F
*# Terc
 
 
* Hostage_PopUp3_Moving_90deg_F
 
* Hostage_PopUp3_Moving_90deg_F
*# Terc
 
 
* Hostage_PopUp3_Moving_90deg_NoPop_F
 
* Hostage_PopUp3_Moving_90deg_NoPop_F
*# Terc
 
 
* Target_F
 
* Target_F
 
* B_TargetSoldier
 
* B_TargetSoldier
Line 3,213: Line 1,073:
 
* I_TargetSoldier
 
* I_TargetSoldier
 
* Land_Shoot_House_Wall_F
 
* Land_Shoot_House_Wall_F
*# Top_Hide &rarr; user
 
*# Top_Poles_Hide &rarr; user
 
*# Stand_Hide &rarr; user
 
*# Stand_Poles_Hide &rarr; user
 
*# Crouch_Hide &rarr; user
 
*# Crouch_Poles_Hide &rarr; user
 
*# Prone_Hide &rarr; user
 
*# Prone_Poles_Hide &rarr; user
 
 
* Land_Shoot_House_Wall_Stand_F
 
* Land_Shoot_House_Wall_Stand_F
*# Top_Hide &rarr; user
 
*# Top_Poles_Hide &rarr; user
 
 
* Land_Shoot_House_Wall_Crouch_F
 
* Land_Shoot_House_Wall_Crouch_F
*# Top_Hide &rarr; user
 
*# Top_Poles_Hide &rarr; user
 
*# Stand_Hide &rarr; user
 
*# Stand_Poles_Hide &rarr; user
 
 
* Land_Shoot_House_Wall_Prone_F
 
* Land_Shoot_House_Wall_Prone_F
*# Top_Hide &rarr; user
 
*# Top_Poles_Hide &rarr; user
 
*# Stand_Hide &rarr; user
 
*# Stand_Poles_Hide &rarr; user
 
*# Crouch_Hide &rarr; user
 
*# Crouch_Poles_Hide &rarr; user
 
 
* Land_Shoot_House_Wall_Long_F
 
* Land_Shoot_House_Wall_Long_F
*# L_Top_Hide &rarr; user
 
*# L_Top_Poles_Hide &rarr; user
 
*# L_Stand_Hide &rarr; user
 
*# L_Stand_Poles_Hide &rarr; user
 
*# L_Crouch_Hide &rarr; user
 
*# L_Crouch_Poles_Hide &rarr; user
 
*# L_Prone_Hide &rarr; user
 
*# L_Prone_Poles_Hide &rarr; user
 
*# R_Top_Hide &rarr; user
 
*# R_Top_Poles_Hide &rarr; user
 
*# R_Stand_Hide &rarr; user
 
*# R_Stand_Poles_Hide &rarr; user
 
*# R_Crouch_Hide &rarr; user
 
*# R_Crouch_Poles_Hide &rarr; user
 
*# R_Prone_Hide &rarr; user
 
*# R_Prone_Poles_Hide &rarr; user
 
 
* Land_Shoot_House_Wall_Long_Stand_F
 
* Land_Shoot_House_Wall_Long_Stand_F
*# L_Top_Hide &rarr; user
 
*# L_Top_Poles_Hide &rarr; user
 
*# R_Top_Hide &rarr; user
 
*# R_Top_Poles_Hide &rarr; user
 
 
* Land_Shoot_House_Wall_Long_Crouch_F
 
* Land_Shoot_House_Wall_Long_Crouch_F
*# L_Top_Hide &rarr; user
 
*# L_Top_Poles_Hide &rarr; user
 
*# L_Stand_Hide &rarr; user
 
*# L_Stand_Poles_Hide &rarr; user
 
*# R_Top_Hide &rarr; user
 
*# R_Top_Poles_Hide &rarr; user
 
*# R_Stand_Hide &rarr; user
 
*# R_Stand_Poles_Hide &rarr; user
 
 
* Land_Shoot_House_Wall_Long_Prone_F
 
* Land_Shoot_House_Wall_Long_Prone_F
*# L_Top_Hide &rarr; user
 
*# L_Top_Poles_Hide &rarr; user
 
*# L_Stand_Hide &rarr; user
 
*# L_Stand_Poles_Hide &rarr; user
 
*# L_Crouch_Hide &rarr; user
 
*# L_Crouch_Poles_Hide &rarr; user
 
*# R_Top_Hide &rarr; user
 
*# R_Top_Poles_Hide &rarr; user
 
*# R_Stand_Hide &rarr; user
 
*# R_Stand_Poles_Hide &rarr; user
 
*# R_Crouch_Hide &rarr; user
 
*# R_Crouch_Poles_Hide &rarr; user
 
 
* Land_Shoot_House_Corner_F
 
* Land_Shoot_House_Corner_F
*# Top_Hide &rarr; user
 
*# Top_Poles_Hide &rarr; user
 
*# Stand_Hide &rarr; user
 
*# Stand_Poles_Hide &rarr; user
 
*# Crouch_Hide &rarr; user
 
*# Crouch_Poles_Hide &rarr; user
 
*# Prone_Hide &rarr; user
 
*# Prone_Poles_Hide &rarr; user
 
 
* Land_Shoot_House_Corner_Stand_F
 
* Land_Shoot_House_Corner_Stand_F
*# Top_Hide &rarr; user
 
*# Top_Poles_Hide &rarr; user
 
 
* Land_Shoot_House_Corner_Crouch_F
 
* Land_Shoot_House_Corner_Crouch_F
*# Top_Hide &rarr; user
 
*# Top_Poles_Hide &rarr; user
 
*# Stand_Hide &rarr; user
 
*# Stand_Poles_Hide &rarr; user
 
 
* Land_Shoot_House_Corner_Prone_F
 
* Land_Shoot_House_Corner_Prone_F
*# Top_Hide &rarr; user
 
*# Top_Poles_Hide &rarr; user
 
*# Stand_Hide &rarr; user
 
*# Stand_Poles_Hide &rarr; user
 
*# Crouch_Hide &rarr; user
 
*# Crouch_Poles_Hide &rarr; user
 
 
* Land_Shoot_House_Panels_F
 
* Land_Shoot_House_Panels_F
*# Top_Hide &rarr; user
 
*# Stand_Hide &rarr; user
 
*# Crouch_Hide &rarr; user
 
*# Prone_Hide &rarr; user
 
*# Top_Poles_Hide &rarr; user
 
*# Stand_Poles_Hide &rarr; user
 
*# Crouch_Poles_Hide &rarr; user
 
*# Prone_Poles_Hide &rarr; user
 
 
* Land_Shoot_House_Panels_Crouch_F
 
* Land_Shoot_House_Panels_Crouch_F
*# Crouch_Hide &rarr; user
 
*# Prone_Hide &rarr; user
 
 
* Land_Shoot_House_Panels_Prone_F
 
* Land_Shoot_House_Panels_Prone_F
*# Prone_Hide &rarr; user
 
 
* Land_Shoot_House_Panels_Vault_F
 
* Land_Shoot_House_Panels_Vault_F
*# Top_Hide &rarr; user
 
*# Stand_Hide &rarr; user
 
*# Crouch_Hide &rarr; user
 
 
* Land_Shoot_House_Panels_Window_F
 
* Land_Shoot_House_Panels_Window_F
*# Crouch_Hide &rarr; user
 
 
* Land_Shoot_House_Panels_Windows_F
 
* Land_Shoot_House_Panels_Windows_F
*# Stand_Hide &rarr; user
 
*# Prone_Hide &rarr; user
 
 
* Land_Shoot_House_Tunnel_F
 
* Land_Shoot_House_Tunnel_F
*# Top_Hide &rarr; user
 
*# Stand_Hide &rarr; user
 
*# Crouch_Hide &rarr; user
 
*# Prone_Hide &rarr; user
 
*# Top_Poles_Hide &rarr; user
 
*# Stand_Poles_Hide &rarr; user
 
*# Crouch_Poles_Hide &rarr; user
 
*# Prone_Poles_Hide &rarr; user
 
*# Top_Panel_Left_Hide &rarr; user
 
*# Stand_Panel_Left_Hide &rarr; user
 
*# Crouch_Panel_Left_Hide &rarr; user
 
*# Prone_Panel_Left_Hide &rarr; user
 
*# Top_Panel_Right_Hide &rarr; user
 
*# Stand_Panel_Right_Hide &rarr; user
 
*# Crouch_Panel_Right_Hide &rarr; user
 
*# Prone_Panel_Right_Hide &rarr; user
 
 
* Land_Shoot_House_Tunnel_Stand_F
 
* Land_Shoot_House_Tunnel_Stand_F
*# Top_Hide &rarr; user
 
*# Top_Poles_Hide &rarr; user
 
*# Top_Panel_Left_Hide &rarr; user
 
*# Top_Panel_Right_Hide &rarr; user
 
*# Stand_Hide &rarr; user
 
 
* Land_Shoot_House_Tunnel_Crouch_F
 
* Land_Shoot_House_Tunnel_Crouch_F
*# Top_Hide &rarr; user
 
*# Top_Poles_Hide &rarr; user
 
*# Top_Panel_Left_Hide &rarr; user
 
*# Top_Panel_Right_Hide &rarr; user
 
*# Stand_Poles_Hide &rarr; user
 
*# Stand_Panel_Left_Hide &rarr; user
 
*# Stand_Panel_Right_Hide &rarr; user
 
*# Crouch_Hide &rarr; user
 
 
* Land_Shoot_House_Tunnel_Prone_F
 
* Land_Shoot_House_Tunnel_Prone_F
*# Top_Hide &rarr; user
 
*# Top_Poles_Hide &rarr; user
 
*# Top_Panel_Left_Hide &rarr; user
 
*# Top_Panel_Right_Hide &rarr; user
 
*# Stand_Poles_Hide &rarr; user
 
*# Stand_Panel_Left_Hide &rarr; user
 
*# Stand_Panel_Right_Hide &rarr; user
 
*# Crouch_Poles_Hide &rarr; user
 
*# Crouch_Panel_Left_Hide &rarr; user
 
*# Crouch_Panel_Right_Hide &rarr; user
 
*# Prone_Hide &rarr; user
 
 
* Land_Target_Oval_F
 
* Land_Target_Oval_F
*# Ground_holder_hide &rarr; user
 
*# Pole_Left_Hide &rarr; user
 
*# Pole_Right_Hide &rarr; user
 
*# Pole_Top_Hide &rarr; user
 
*# Pole_Bottom_Hide &rarr; user
 
*# Left_Rotate
 
*# Right_Rotate
 
*# Top_Rotate
 
*# Bottom_Rotate
 
*# Pole_Rotate
 
*# Target_Left_Rotate
 
*# Target_Right_Rotate
 
*# Target_Top_Rotate
 
*# Target_Bottom_Rotate
 
*# Target_Pole_Rotate
 
 
* Land_Target_Oval_NoPop_F
 
* Land_Target_Oval_NoPop_F
*# Ground_holder_hide &rarr; user
 
*# Pole_Left_Hide &rarr; user
 
*# Pole_Right_Hide &rarr; user
 
*# Pole_Top_Hide &rarr; user
 
*# Pole_Bottom_Hide &rarr; user
 
*# Left_Rotate
 
*# Right_Rotate
 
*# Top_Rotate
 
*# Bottom_Rotate
 
*# Pole_Rotate
 
*# Target_Left_Rotate
 
*# Target_Right_Rotate
 
*# Target_Top_Rotate
 
*# Target_Bottom_Rotate
 
*# Target_Pole_Rotate
 
 
* Land_Target_Oval_Wall_Left_F
 
* Land_Target_Oval_Wall_Left_F
*# Ground_holder_hide &rarr; user
 
*# Pole_Bottom_Hide &rarr; user
 
*# Pole_Left_Hide &rarr; user
 
 
* Land_Target_Oval_Wall_Left_NoPop_F
 
* Land_Target_Oval_Wall_Left_NoPop_F
*# Ground_holder_hide &rarr; user
 
*# Pole_Bottom_Hide &rarr; user
 
*# Pole_Left_Hide &rarr; user
 
 
* Land_Target_Oval_Wall_Right_F
 
* Land_Target_Oval_Wall_Right_F
*# Ground_holder_hide &rarr; user
 
*# Pole_Bottom_Hide &rarr; user
 
*# Pole_Right_Hide &rarr; user
 
 
* Land_Target_Oval_Wall_Right_NoPop_F
 
* Land_Target_Oval_Wall_Right_NoPop_F
*# Ground_holder_hide &rarr; user
 
*# Pole_Bottom_Hide &rarr; user
 
*# Pole_Right_Hide &rarr; user
 
 
* Land_Target_Oval_Wall_Top_F
 
* Land_Target_Oval_Wall_Top_F
*# Ground_holder_hide &rarr; user
 
*# Pole_Bottom_Hide &rarr; user
 
*# Pole_Top_Hide &rarr; user
 
 
* Land_Target_Oval_Wall_Top_NoPop_F
 
* Land_Target_Oval_Wall_Top_NoPop_F
*# Ground_holder_hide &rarr; user
 
*# Pole_Bottom_Hide &rarr; user
 
*# Pole_Top_Hide &rarr; user
 
 
* Land_Target_Oval_Wall_Bottom_F
 
* Land_Target_Oval_Wall_Bottom_F
*# Ground_holder_hide &rarr; user
 
 
* Land_Target_Oval_Wall_Bottom_NoPop_F
 
* Land_Target_Oval_Wall_Bottom_NoPop_F
*# Ground_holder_hide &rarr; user
 
 
* Skeet_Clay_F
 
* Skeet_Clay_F
 
* Skeet_Clay_NoPop_F
 
* Skeet_Clay_NoPop_F
 
* Steel_Plate_F
 
* Steel_Plate_F
*# Stand_Hide &rarr; user
 
 
* Steel_Plate_Stand_F
 
* Steel_Plate_Stand_F
*# Stand_Hide &rarr; user
 
 
* Steel_Plate_L_F
 
* Steel_Plate_L_F
*# Stand_Hide &rarr; user
 
 
* Steel_Plate_L_Stand_F
 
* Steel_Plate_L_Stand_F
*# Stand_Hide &rarr; user
 
 
* Steel_Plate_S_F
 
* Steel_Plate_S_F
*# Stand_Hide &rarr; user
 
 
* Steel_Plate_S_Stand_F
 
* Steel_Plate_S_Stand_F
*# Stand_Hide &rarr; user
 
 
* Metal_Pole_F
 
* Metal_Pole_F
*# Platform_Hide &rarr; user
 
*# Skeet_Hide &rarr; user
 
 
* Metal_Pole_Platform_F
 
* Metal_Pole_Platform_F
*# Platform_Hide &rarr; user
 
 
* Metal_Pole_Skeet_F
 
* Metal_Pole_Skeet_F
*# Skeet_Hide &rarr; user
 
 
* Metal_Pole_Skeet_NoPop_F
 
* Metal_Pole_Skeet_NoPop_F
*# Skeet_Hide &rarr; user
 
 
* TargetCenter
 
* TargetCenter
 
* TargetSector02
 
* TargetSector02
Line 3,462: Line 1,124:
 
* Land_Ancient_Wall_8m_F
 
* Land_Ancient_Wall_8m_F
 
* Land_BarGate_F
 
* Land_BarGate_F
*# Door_1_sound_source &rarr; user
 
 
* Land_BarGate_01_open_F
 
* Land_BarGate_01_open_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_Canal_Wall_10m_F
 
* Land_Canal_Wall_10m_F
 
* Land_Canal_Wall_D_center_F
 
* Land_Canal_Wall_D_center_F
Line 3,477: Line 1,135:
 
* Land_City_8mD_F
 
* Land_City_8mD_F
 
* Land_City_Gate_F
 
* Land_City_Gate_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_City_Pillar_F
 
* Land_City_Pillar_F
 
* Land_City2_4m_F
 
* Land_City2_4m_F
Line 3,516: Line 1,168:
 
* Land_Net_Fence_8m_F
 
* Land_Net_Fence_8m_F
 
* Land_Net_Fence_Gate_F
 
* Land_Net_Fence_Gate_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Net_Fence_pole_F
 
* Land_Net_Fence_pole_F
 
* Land_Net_FenceD_8m_F
 
* Land_Net_FenceD_8m_F
Line 3,542: Line 1,188:
 
* Land_Stone_8mD_F
 
* Land_Stone_8mD_F
 
* Land_Stone_Gate_F
 
* Land_Stone_Gate_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_Stone_pillar_F
 
* Land_Stone_pillar_F
 
* Land_Wall_IndCnc_2deco_F
 
* Land_Wall_IndCnc_2deco_F
Line 3,566: Line 1,206:
 
* Land_Pallets_stack_F
 
* Land_Pallets_stack_F
 
* Land_PortableLight_single_F
 
* Land_PortableLight_single_F
*# Light_1_pitch_source &rarr; user
 
*# Light_1_jaw_source &rarr; user
 
 
* Land_PortableLight_double_F
 
* Land_PortableLight_double_F
*# Light_1_pitch_source &rarr; user
 
*# Light_1_jaw_source &rarr; user
 
 
* Land_Battery_F
 
* Land_Battery_F
 
* Land_BakedBeans_F
 
* Land_BakedBeans_F
Line 3,647: Line 1,283:
 
* Land_Atm_02_F
 
* Land_Atm_02_F
 
* Land_BeachBooth_01_F
 
* Land_BeachBooth_01_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_Bench_01_F
 
* Land_Bench_01_F
 
* Land_Bench_02_F
 
* Land_Bench_02_F
Line 3,663: Line 1,296:
 
* Land_Kiosk_blueking_ruins_F
 
* Land_Kiosk_blueking_ruins_F
 
* Land_Kiosk_blueking_F
 
* Land_Kiosk_blueking_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_Kiosk_gyros_F
 
* Land_Kiosk_gyros_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_Kiosk_papers_F
 
* Land_Kiosk_papers_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_Kiosk_redburger_F
 
* Land_Kiosk_redburger_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
 
* Land_Carousel_01_F
 
* Land_Carousel_01_F
*# Platform_source_1 &rarr; user
 
*# Platform_source_2 &rarr; user
 
*# Platform_source_3 &rarr; user
 
 
* Land_Swing_01_F
 
* Land_Swing_01_F
 
* Land_TouristShelter_01_F
 
* Land_TouristShelter_01_F
Line 3,688: Line 1,306:
 
* Land_GH_House_ruins_F
 
* Land_GH_House_ruins_F
 
* Land_GH_House_1_F
 
* Land_GH_House_1_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
*# Door_3_sound_source &rarr; user
 
*# Door_3_noSound_source &rarr; user
 
*# Door_3_locked_source &rarr; user
 
*# Door_4_sound_source &rarr; user
 
*# Door_4_noSound_source &rarr; user
 
*# Door_4_locked_source &rarr; user
 
*# Door_5_sound_source &rarr; user
 
*# Door_5_noSound_source &rarr; user
 
*# Door_5_locked_source &rarr; user
 
 
* Land_GH_House_2_F
 
* Land_GH_House_2_F
*# Door_1_sound_source &rarr; user
 
*# Door_1_noSound_source &rarr; user
 
*# Door_1_locked_source &rarr; user
 
*# Door_2_sound_source &rarr; user
 
*# Door_2_noSound_source &rarr; user
 
*# Door_2_locked_source &rarr; user
 
 
* Land_GH_MainBuilding_entry_F
 
* Land_GH_MainBuilding_entry_F
 
* Land_GH_MainBuilding_left_F
 
* Land_GH_MainBuilding_left_F
Line 3,762: Line 1,359:
 
* Land_Sign_WarningUnexplodedAmmo_F
 
* Land_Sign_WarningUnexplodedAmmo_F
 
* Sign_Direction_F
 
* Sign_Direction_F
*# Arrow01_Rotate &rarr; user
 
*# Arrow02_Rotate &rarr; user
 
*# Arrow03_Rotate &rarr; user
 
*# Arrow04_Rotate &rarr; user
 
*# Arrow05_Rotate &rarr; user
 
*# Arrow06_Rotate &rarr; user
 
*# Arrow07_Rotate &rarr; user
 
*# Arrow08_Rotate &rarr; user
 
*# Arrow01_Fide &rarr; user
 
*# Arrow02_Fide &rarr; user
 
*# Arrow03_Fide &rarr; user
 
*# Arrow04_Fide &rarr; user
 
*# Arrow05_Fide &rarr; user
 
*# Arrow06_Fide &rarr; user
 
*# Arrow07_Fide &rarr; user
 
*# Arrow08_Fide &rarr; user
 
 
* FlagChecked_F
 
* FlagChecked_F
 
* FlagSmall_F
 
* FlagSmall_F
Line 3,783: Line 1,364:
 
* RoadCone_F
 
* RoadCone_F
 
* RoadCone_L_F
 
* RoadCone_L_F
*# Light_1_source &rarr; MarkerLight
 
 
* RoadBarrier_F
 
* RoadBarrier_F
 
* RoadBarrier_small_F
 
* RoadBarrier_small_F
*# Light_1_source &rarr; MarkerLight
 
 
* Pole_F
 
* Pole_F
 
* TapeSign_F
 
* TapeSign_F
Line 4,170: Line 1,749:
 
* Box_NATO_WpsSpecial_F
 
* Box_NATO_WpsSpecial_F
 
* Box_NATO_Ammo_F
 
* Box_NATO_Ammo_F
*# Ammo_source &rarr; user
 
*# AmmoOrd_source &rarr; user
 
*# Grenades_source &rarr; user
 
*# Support_source &rarr; user
 
 
* Box_NATO_AmmoOrd_F
 
* Box_NATO_AmmoOrd_F
*# Ammo_source &rarr; user
 
*# AmmoOrd_source &rarr; user
 
*# Grenades_source &rarr; user
 
*# Support_source &rarr; user
 
 
* Box_NATO_Grenades_F
 
* Box_NATO_Grenades_F
*# Ammo_source &rarr; user
 
*# AmmoOrd_source &rarr; user
 
*# Grenades_source &rarr; user
 
*# Support_source &rarr; user
 
 
* Box_NATO_Support_F
 
* Box_NATO_Support_F
*# Ammo_source &rarr; user
 
*# AmmoOrd_source &rarr; user
 
*# Grenades_source &rarr; user
 
*# Support_source &rarr; user
 
 
* Box_East_Wps_F
 
* Box_East_Wps_F
 
* Box_East_WpsSpecial_F
 
* Box_East_WpsSpecial_F
 
* Box_East_Ammo_F
 
* Box_East_Ammo_F
*# Ammo_source &rarr; user
 
*# AmmoOrd_source &rarr; user
 
*# Grenades_source &rarr; user
 
*# Support_source &rarr; user
 
 
* Box_East_AmmoOrd_F
 
* Box_East_AmmoOrd_F
*# Ammo_source &rarr; user
 
*# AmmoOrd_source &rarr; user
 
*# Grenades_source &rarr; user
 
*# Support_source &rarr; user
 
 
* Box_East_Grenades_F
 
* Box_East_Grenades_F
*# Ammo_source &rarr; user
 
*# AmmoOrd_source &rarr; user
 
*# Grenades_source &rarr; user
 
*# Support_source &rarr; user
 
 
* Box_East_Support_F
 
* Box_East_Support_F
*# Ammo_source &rarr; user
 
*# AmmoOrd_source &rarr; user
 
*# Grenades_source &rarr; user
 
*# Support_source &rarr; user
 
 
* Box_Ammo_F
 
* Box_Ammo_F
 
* Box_Wps_F
 
* Box_Wps_F
Line 4,222: Line 1,769:
 
* Box_IND_WpsLaunch_F
 
* Box_IND_WpsLaunch_F
 
* Box_IND_Ammo_F
 
* Box_IND_Ammo_F
*# Ammo_source &rarr; user
 
*# AmmoOrd_source &rarr; user
 
*# Grenades_source &rarr; user
 
*# Support_source &rarr; user
 
 
* Box_IND_AmmoOrd_F
 
* Box_IND_AmmoOrd_F
*# Ammo_source &rarr; user
 
*# AmmoOrd_source &rarr; user
 
*# Grenades_source &rarr; user
 
*# Support_source &rarr; user
 
 
* Box_IND_Grenades_F
 
* Box_IND_Grenades_F
*# Ammo_source &rarr; user
 
*# AmmoOrd_source &rarr; user
 
*# Grenades_source &rarr; user
 
*# Support_source &rarr; user
 
 
* Box_IND_Support_F
 
* Box_IND_Support_F
*# Ammo_source &rarr; user
 
*# AmmoOrd_source &rarr; user
 
*# Grenades_source &rarr; user
 
*# Support_source &rarr; user
 
 
* Box_IND_AmmoVeh_F
 
* Box_IND_AmmoVeh_F
 
* B_supplyCrate_F
 
* B_supplyCrate_F
Line 4,785: Line 2,316:
 
* Weapon_Bag_Base
 
* Weapon_Bag_Base
 
* B_HMG_01_F
 
* B_HMG_01_F
*# autonomous_unhide &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* O_HMG_01_F
 
* O_HMG_01_F
*# autonomous_unhide &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* I_HMG_01_F
 
* I_HMG_01_F
*# autonomous_unhide &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* B_HMG_01_high_F
 
* B_HMG_01_high_F
*# autonomous_unhide &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* O_HMG_01_high_F
 
* O_HMG_01_high_F
*# autonomous_unhide &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* I_HMG_01_high_F
 
* I_HMG_01_high_F
*# autonomous_unhide &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* B_HMG_01_A_F
 
* B_HMG_01_A_F
*# autonomous_unhide &rarr; user
 
 
* O_HMG_01_A_F
 
* O_HMG_01_A_F
*# autonomous_unhide &rarr; user
 
 
* I_HMG_01_A_F
 
* I_HMG_01_A_F
*# autonomous_unhide &rarr; user
 
 
* B_GMG_01_F
 
* B_GMG_01_F
*# autonomous_unhide &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* O_GMG_01_F
 
* O_GMG_01_F
*# autonomous_unhide &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* I_GMG_01_F
 
* I_GMG_01_F
*# autonomous_unhide &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* B_GMG_01_high_F
 
* B_GMG_01_high_F
*# autonomous_unhide &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* O_GMG_01_high_F
 
* O_GMG_01_high_F
*# autonomous_unhide &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* I_GMG_01_high_F
 
* I_GMG_01_high_F
*# autonomous_unhide &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* B_GMG_01_A_F
 
* B_GMG_01_A_F
*# autonomous_unhide &rarr; user
 
 
* O_GMG_01_A_F
 
* O_GMG_01_A_F
*# autonomous_unhide &rarr; user
 
 
* I_GMG_01_A_F
 
* I_GMG_01_A_F
*# autonomous_unhide &rarr; user
 
 
* B_HMG_01_support_F
 
* B_HMG_01_support_F
 
* O_HMG_01_support_F
 
* O_HMG_01_support_F
Line 4,905: Line 2,358:
 
* I_GMG_01_high_weapon_F
 
* I_GMG_01_high_weapon_F
 
* B_HMG_02_F
 
* B_HMG_02_F
*# Hide_Rail &rarr; user
 
 
* O_HMG_02_F
 
* O_HMG_02_F
*# Hide_Rail &rarr; user
 
 
* I_HMG_02_F
 
* I_HMG_02_F
*# Hide_Rail &rarr; user
 
 
* I_E_HMG_02_F
 
* I_E_HMG_02_F
*# Hide_Rail &rarr; user
 
 
* I_G_HMG_02_F
 
* I_G_HMG_02_F
*# Hide_Shield &rarr; user
 
*# Hide_Rail &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* B_G_HMG_02_F
 
* B_G_HMG_02_F
*# Hide_Shield &rarr; user
 
*# Hide_Rail &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* O_G_HMG_02_F
 
* O_G_HMG_02_F
*# Hide_Shield &rarr; user
 
*# Hide_Rail &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* I_C_HMG_02_F
 
* I_C_HMG_02_F
*# Hide_Shield &rarr; user
 
*# Hide_Rail &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* B_HMG_02_high_F
 
* B_HMG_02_high_F
*# Hide_Rail &rarr; user
 
 
* O_HMG_02_high_F
 
* O_HMG_02_high_F
*# Hide_Rail &rarr; user
 
 
* I_HMG_02_high_F
 
* I_HMG_02_high_F
*# Hide_Rail &rarr; user
 
 
* I_E_HMG_02_high_F
 
* I_E_HMG_02_high_F
*# Hide_Rail &rarr; user
 
 
* I_G_HMG_02_high_F
 
* I_G_HMG_02_high_F
*# Hide_Shield &rarr; user
 
*# Hide_Rail &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* B_G_HMG_02_high_F
 
* B_G_HMG_02_high_F
*# Hide_Shield &rarr; user
 
*# Hide_Rail &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* O_G_HMG_02_high_F
 
* O_G_HMG_02_high_F
*# Hide_Shield &rarr; user
 
*# Hide_Rail &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* I_C_HMG_02_high_F
 
* I_C_HMG_02_high_F
*# Hide_Shield &rarr; user
 
*# Hide_Rail &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* B_HMG_02_support_F
 
* B_HMG_02_support_F
 
* O_HMG_02_support_F
 
* O_HMG_02_support_F
Line 5,029: Line 2,418:
 
* I_Mortar_01_weapon_F
 
* I_Mortar_01_weapon_F
 
* B_Heli_Light_01_F
 
* B_Heli_Light_01_F
*# AddBenches &rarr; user
 
*# AddTread &rarr; user
 
*# AddCivilian_hide &rarr; user
 
 
* B_Heli_Light_01_armed_F
 
* B_Heli_Light_01_armed_F
*# AddMusicUnit &rarr; user
 
*# AddCivilian_hide &rarr; user
 
*# AddGunHolder &rarr; user
 
*# Muzzle_flash &rarr; ammorandom
 
*# Missiles_revolving &rarr; revolving
 
 
* B_Heli_Light_01_dynamicLoadout_F
 
* B_Heli_Light_01_dynamicLoadout_F
*# HideWeapons &rarr; user
 
 
* C_Heli_Light_01_civil_F
 
* C_Heli_Light_01_civil_F
*# AddMusicUnit &rarr; user
 
*# FLIR_HRot &rarr; user
 
*# FLIR_VRot &rarr; user
 
*# AddBenches &rarr; user
 
*# AddHoldingFrame &rarr; user
 
*# BenchL_Up &rarr; user
 
*# BenchR_Up &rarr; user
 
*# BenchL_Up_instant &rarr; user
 
*# BenchR_Up_instant &rarr; user
 
*# AddDoors &rarr; user
 
*# AddBackseats &rarr; user
 
*# AddTread &rarr; user
 
*# DoorL_Front_Open &rarr; user
 
*# DoorR_Front_Open &rarr; user
 
*# DoorL_Back_Open &rarr; user
 
*# DoorR_Back_Open &rarr; user
 
 
* C_Heli_light_01_blue_F
 
* C_Heli_light_01_blue_F
*# AddMusicUnit &rarr; user
 
*# FLIR_HRot &rarr; user
 
*# FLIR_VRot &rarr; user
 
*# AddBenches &rarr; user
 
*# AddHoldingFrame &rarr; user
 
*# BenchL_Up &rarr; user
 
*# BenchR_Up &rarr; user
 
*# BenchL_Up_instant &rarr; user
 
*# BenchR_Up_instant &rarr; user
 
*# AddDoors &rarr; user
 
*# AddBackseats &rarr; user
 
*# AddTread &rarr; user
 
*# DoorL_Front_Open &rarr; user
 
*# DoorR_Front_Open &rarr; user
 
*# DoorL_Back_Open &rarr; user
 
*# DoorR_Back_Open &rarr; user
 
 
* C_Heli_light_01_red_F
 
* C_Heli_light_01_red_F
*# AddMusicUnit &rarr; user
 
*# FLIR_HRot &rarr; user
 
*# FLIR_VRot &rarr; user
 
*# AddBenches &rarr; user
 
*# AddHoldingFrame &rarr; user
 
*# BenchL_Up &rarr; user
 
*# BenchR_Up &rarr; user
 
*# BenchL_Up_instant &rarr; user
 
*# BenchR_Up_instant &rarr; user
 
*# AddDoors &rarr; user
 
*# AddBackseats &rarr; user
 
*# AddTread &rarr; user
 
*# DoorL_Front_Open &rarr; user
 
*# DoorR_Front_Open &rarr; user
 
*# DoorL_Back_Open &rarr; user
 
*# DoorR_Back_Open &rarr; user
 
 
* C_Heli_light_01_ion_F
 
* C_Heli_light_01_ion_F
*# AddMusicUnit &rarr; user
 
*# FLIR_HRot &rarr; user
 
*# FLIR_VRot &rarr; user
 
*# AddBenches &rarr; user
 
*# AddHoldingFrame &rarr; user
 
*# BenchL_Up &rarr; user
 
*# BenchR_Up &rarr; user
 
*# BenchL_Up_instant &rarr; user
 
*# BenchR_Up_instant &rarr; user
 
*# AddDoors &rarr; user
 
*# AddBackseats &rarr; user
 
*# AddTread &rarr; user
 
*# DoorL_Front_Open &rarr; user
 
*# DoorR_Front_Open &rarr; user
 
*# DoorL_Back_Open &rarr; user
 
*# DoorR_Back_Open &rarr; user
 
 
* C_Heli_light_01_blueLine_F
 
* C_Heli_light_01_blueLine_F
*# AddMusicUnit &rarr; user
 
*# FLIR_HRot &rarr; user
 
*# FLIR_VRot &rarr; user
 
*# AddBenches &rarr; user
 
*# AddHoldingFrame &rarr; user
 
*# BenchL_Up &rarr; user
 
*# BenchR_Up &rarr; user
 
*# BenchL_Up_instant &rarr; user
 
*# BenchR_Up_instant &rarr; user
 
*# AddDoors &rarr; user
 
*# AddBackseats &rarr; user
 
*# AddTread &rarr; user
 
*# DoorL_Front_Open &rarr; user
 
*# DoorR_Front_Open &rarr; user
 
*# DoorL_Back_Open &rarr; user
 
*# DoorR_Back_Open &rarr; user
 
 
* C_Heli_light_01_digital_F
 
* C_Heli_light_01_digital_F
*# AddMusicUnit &rarr; user
 
*# FLIR_HRot &rarr; user
 
*# FLIR_VRot &rarr; user
 
*# AddBenches &rarr; user
 
*# AddHoldingFrame &rarr; user
 
*# BenchL_Up &rarr; user
 
*# BenchR_Up &rarr; user
 
*# BenchL_Up_instant &rarr; user
 
*# BenchR_Up_instant &rarr; user
 
*# AddDoors &rarr; user
 
*# AddBackseats &rarr; user
 
*# AddTread &rarr; user
 
*# DoorL_Front_Open &rarr; user
 
*# DoorR_Front_Open &rarr; user
 
*# DoorL_Back_Open &rarr; user
 
*# DoorR_Back_Open &rarr; user
 
 
* C_Heli_light_01_elliptical_F
 
* C_Heli_light_01_elliptical_F
*# AddMusicUnit &rarr; user
 
*# FLIR_HRot &rarr; user
 
*# FLIR_VRot &rarr; user
 
*# AddBenches &rarr; user
 
*# AddHoldingFrame &rarr; user
 
*# BenchL_Up &rarr; user
 
*# BenchR_Up &rarr; user
 
*# BenchL_Up_instant &rarr; user
 
*# BenchR_Up_instant &rarr; user
 
*# AddDoors &rarr; user
 
*# AddBackseats &rarr; user
 
*# AddTread &rarr; user
 
*# DoorL_Front_Open &rarr; user
 
*# DoorR_Front_Open &rarr; user
 
*# DoorL_Back_Open &rarr; user
 
*# DoorR_Back_Open &rarr; user
 
 
* C_Heli_light_01_furious_F
 
* C_Heli_light_01_furious_F
*# AddMusicUnit &rarr; user
 
*# FLIR_HRot &rarr; user
 
*# FLIR_VRot &rarr; user
 
*# AddBenches &rarr; user
 
*# AddHoldingFrame &rarr; user
 
*# BenchL_Up &rarr; user
 
*# BenchR_Up &rarr; user
 
*# BenchL_Up_instant &rarr; user
 
*# BenchR_Up_instant &rarr; user
 
*# AddDoors &rarr; user
 
*# AddBackseats &rarr; user
 
*# AddTread &rarr; user
 
*# DoorL_Front_Open &rarr; user
 
*# DoorR_Front_Open &rarr; user
 
*# DoorL_Back_Open &rarr; user
 
*# DoorR_Back_Open &rarr; user
 
 
* C_Heli_light_01_graywatcher_F
 
* C_Heli_light_01_graywatcher_F
*# AddMusicUnit &rarr; user
 
*# FLIR_HRot &rarr; user
 
*# FLIR_VRot &rarr; user
 
*# AddBenches &rarr; user
 
*# AddHoldingFrame &rarr; user
 
*# BenchL_Up &rarr; user
 
*# BenchR_Up &rarr; user
 
*# BenchL_Up_instant &rarr; user
 
*# BenchR_Up_instant &rarr; user
 
*# AddDoors &rarr; user
 
*# AddBackseats &rarr; user
 
*# AddTread &rarr; user
 
*# DoorL_Front_Open &rarr; user
 
*# DoorR_Front_Open &rarr; user
 
*# DoorL_Back_Open &rarr; user
 
*# DoorR_Back_Open &rarr; user
 
 
* C_Heli_light_01_jeans_F
 
* C_Heli_light_01_jeans_F
*# AddMusicUnit &rarr; user
 
*# FLIR_HRot &rarr; user
 
*# FLIR_VRot &rarr; user
 
*# AddBenches &rarr; user
 
*# AddHoldingFrame &rarr; user
 
*# BenchL_Up &rarr; user
 
*# BenchR_Up &rarr; user
 
*# BenchL_Up_instant &rarr; user
 
*# BenchR_Up_instant &rarr; user
 
*# AddDoors &rarr; user
 
*# AddBackseats &rarr; user
 
*# AddTread &rarr; user
 
*# DoorL_Front_Open &rarr; user
 
*# DoorR_Front_Open &rarr; user
 
*# DoorL_Back_Open &rarr; user
 
*# DoorR_Back_Open &rarr; user
 
 
* C_Heli_light_01_light_F
 
* C_Heli_light_01_light_F
*# AddMusicUnit &rarr; user
 
*# FLIR_HRot &rarr; user
 
*# FLIR_VRot &rarr; user
 
*# AddBenches &rarr; user
 
*# AddHoldingFrame &rarr; user
 
*# BenchL_Up &rarr; user
 
*# BenchR_Up &rarr; user
 
*# BenchL_Up_instant &rarr; user
 
*# BenchR_Up_instant &rarr; user
 
*# AddDoors &rarr; user
 
*# AddBackseats &rarr; user
 
*# AddTread &rarr; user
 
*# DoorL_Front_Open &rarr; user
 
*# DoorR_Front_Open &rarr; user
 
*# DoorL_Back_Open &rarr; user
 
*# DoorR_Back_Open &rarr; user
 
 
* C_Heli_light_01_shadow_F
 
* C_Heli_light_01_shadow_F
*# AddMusicUnit &rarr; user
 
*# FLIR_HRot &rarr; user
 
*# FLIR_VRot &rarr; user
 
*# AddBenches &rarr; user
 
*# AddHoldingFrame &rarr; user
 
*# BenchL_Up &rarr; user
 
*# BenchR_Up &rarr; user
 
*# BenchL_Up_instant &rarr; user
 
*# BenchR_Up_instant &rarr; user
 
*# AddDoors &rarr; user
 
*# AddBackseats &rarr; user
 
*# AddTread &rarr; user
 
*# DoorL_Front_Open &rarr; user
 
*# DoorR_Front_Open &rarr; user
 
*# DoorL_Back_Open &rarr; user
 
*# DoorR_Back_Open &rarr; user
 
 
* C_Heli_light_01_sheriff_F
 
* C_Heli_light_01_sheriff_F
*# AddMusicUnit &rarr; user
 
*# FLIR_HRot &rarr; user
 
*# FLIR_VRot &rarr; user
 
*# AddBenches &rarr; user
 
*# AddHoldingFrame &rarr; user
 
*# BenchL_Up &rarr; user
 
*# BenchR_Up &rarr; user
 
*# BenchL_Up_instant &rarr; user
 
*# BenchR_Up_instant &rarr; user
 
*# AddDoors &rarr; user
 
*# AddBackseats &rarr; user
 
*# AddTread &rarr; user
 
*# DoorL_Front_Open &rarr; user
 
*# DoorR_Front_Open &rarr; user
 
*# DoorL_Back_Open &rarr; user
 
*# DoorR_Back_Open &rarr; user
 
 
* C_Heli_light_01_speedy_F
 
* C_Heli_light_01_speedy_F
*# AddMusicUnit &rarr; user
 
*# FLIR_HRot &rarr; user
 
*# FLIR_VRot &rarr; user
 
*# AddBenches &rarr; user
 
*# AddHoldingFrame &rarr; user
 
*# BenchL_Up &rarr; user
 
*# BenchR_Up &rarr; user
 
*# BenchL_Up_instant &rarr; user
 
*# BenchR_Up_instant &rarr; user
 
*# AddDoors &rarr; user
 
*# AddBackseats &rarr; user
 
*# AddTread &rarr; user
 
*# DoorL_Front_Open &rarr; user
 
*# DoorR_Front_Open &rarr; user
 
*# DoorL_Back_Open &rarr; user
 
*# DoorR_Back_Open &rarr; user
 
 
* C_Heli_light_01_sunset_F
 
* C_Heli_light_01_sunset_F
*# AddMusicUnit &rarr; user
 
*# FLIR_HRot &rarr; user
 
*# FLIR_VRot &rarr; user
 
*# AddBenches &rarr; user
 
*# AddHoldingFrame &rarr; user
 
*# BenchL_Up &rarr; user
 
*# BenchR_Up &rarr; user
 
*# BenchL_Up_instant &rarr; user
 
*# BenchR_Up_instant &rarr; user
 
*# AddDoors &rarr; user
 
*# AddBackseats &rarr; user
 
*# AddTread &rarr; user
 
*# DoorL_Front_Open &rarr; user
 
*# DoorR_Front_Open &rarr; user
 
*# DoorL_Back_Open &rarr; user
 
*# DoorR_Back_Open &rarr; user
 
 
* C_Heli_light_01_vrana_F
 
* C_Heli_light_01_vrana_F
*# AddMusicUnit &rarr; user
 
*# FLIR_HRot &rarr; user
 
*# FLIR_VRot &rarr; user
 
*# AddBenches &rarr; user
 
*# AddHoldingFrame &rarr; user
 
*# BenchL_Up &rarr; user
 
*# BenchR_Up &rarr; user
 
*# BenchL_Up_instant &rarr; user
 
*# BenchR_Up_instant &rarr; user
 
*# AddDoors &rarr; user
 
*# AddBackseats &rarr; user
 
*# AddTread &rarr; user
 
*# DoorL_Front_Open &rarr; user
 
*# DoorR_Front_Open &rarr; user
 
*# DoorL_Back_Open &rarr; user
 
*# DoorR_Back_Open &rarr; user
 
 
* C_Heli_light_01_wasp_F
 
* C_Heli_light_01_wasp_F
*# AddMusicUnit &rarr; user
 
*# FLIR_HRot &rarr; user
 
*# FLIR_VRot &rarr; user
 
*# AddBenches &rarr; user
 
*# AddHoldingFrame &rarr; user
 
*# BenchL_Up &rarr; user
 
*# BenchR_Up &rarr; user
 
*# BenchL_Up_instant &rarr; user
 
*# BenchR_Up_instant &rarr; user
 
*# AddDoors &rarr; user
 
*# AddBackseats &rarr; user
 
*# AddTread &rarr; user
 
*# DoorL_Front_Open &rarr; user
 
*# DoorR_Front_Open &rarr; user
 
*# DoorL_Back_Open &rarr; user
 
*# DoorR_Back_Open &rarr; user
 
 
* C_Heli_light_01_wave_F
 
* C_Heli_light_01_wave_F
*# AddMusicUnit &rarr; user
 
*# FLIR_HRot &rarr; user
 
*# FLIR_VRot &rarr; user
 
*# AddBenches &rarr; user
 
*# AddHoldingFrame &rarr; user
 
*# BenchL_Up &rarr; user
 
*# BenchR_Up &rarr; user
 
*# BenchL_Up_instant &rarr; user
 
*# BenchR_Up_instant &rarr; user
 
*# AddDoors &rarr; user
 
*# AddBackseats &rarr; user
 
*# AddTread &rarr; user
 
*# DoorL_Front_Open &rarr; user
 
*# DoorR_Front_Open &rarr; user
 
*# DoorL_Back_Open &rarr; user
 
*# DoorR_Back_Open &rarr; user
 
 
* C_Heli_light_01_stripped_F
 
* C_Heli_light_01_stripped_F
*# AddMusicUnit &rarr; user
 
*# FLIR_HRot &rarr; user
 
*# FLIR_VRot &rarr; user
 
*# AddBenches &rarr; user
 
*# AddHoldingFrame &rarr; user
 
*# BenchL_Up &rarr; user
 
*# BenchR_Up &rarr; user
 
*# BenchL_Up_instant &rarr; user
 
*# BenchR_Up_instant &rarr; user
 
*# AddDoors &rarr; user
 
*# AddBackseats &rarr; user
 
*# AddTread &rarr; user
 
*# DoorL_Front_Open &rarr; user
 
*# DoorR_Front_Open &rarr; user
 
*# DoorL_Back_Open &rarr; user
 
*# DoorR_Back_Open &rarr; user
 
 
* C_Heli_light_01_luxe_F
 
* C_Heli_light_01_luxe_F
*# AddMusicUnit &rarr; user
 
*# FLIR_HRot &rarr; user
 
*# FLIR_VRot &rarr; user
 
*# AddBenches &rarr; user
 
*# AddHoldingFrame &rarr; user
 
*# BenchL_Up &rarr; user
 
*# BenchR_Up &rarr; user
 
*# BenchL_Up_instant &rarr; user
 
*# BenchR_Up_instant &rarr; user
 
*# AddDoors &rarr; user
 
*# AddBackseats &rarr; user
 
*# AddTread &rarr; user
 
*# DoorL_Front_Open &rarr; user
 
*# DoorR_Front_Open &rarr; user
 
*# DoorL_Back_Open &rarr; user
 
*# DoorR_Back_Open &rarr; user
 
 
* B_Heli_Light_01_stripped_F
 
* B_Heli_Light_01_stripped_F
*# AddBenches &rarr; user
 
*# AddTread &rarr; user
 
*# AddCivilian_hide &rarr; user
 
 
* O_Heli_Light_02_dynamicLoadout_F
 
* O_Heli_Light_02_dynamicLoadout_F
*# HideWeapons_DL &rarr; user
 
 
* O_Heli_Light_02_F
 
* O_Heli_Light_02_F
*# Doors &rarr; user
 
*# HideWeapon &rarr; user
 
*# Gatling &rarr; revolving
 
*# Gatling_flash &rarr; ammorandom
 
*# Missiles_revolving &rarr; revolving
 
*# Proxy &rarr; user
 
*# HideWeapons_DL &rarr; user
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
*# HitGlass7 &rarr; hit [HitGlass7]
 
*# HitGlass8 &rarr; hit [HitGlass8]
 
*# HitGlass9 &rarr; hit [HitGlass9]
 
*# HitGlass10 &rarr; hit [HitGlass10]
 
*# HitGlass11 &rarr; hit [HitGlass11]
 
*# HitGlass12 &rarr; hit [HitGlass12]
 
*# HitGlass13 &rarr; hit [HitGlass13]
 
*# HitGlass14 &rarr; hit [HitGlass14]
 
 
* O_Heli_Light_02_unarmed_F
 
* O_Heli_Light_02_unarmed_F
*# Proxy &rarr; user
 
*# Missiles_revolving &rarr; revolving
 
*# HideWeapons_DL &rarr; user
 
 
* O_Heli_Light_02_v2_F
 
* O_Heli_Light_02_v2_F
*# Missiles_revolving &rarr; revolving
 
 
* NonSteerable_Parachute_F
 
* NonSteerable_Parachute_F
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
*# HitEngine1 &rarr; hit [HitEngine1]
 
*# HitEngine2 &rarr; hit [HitEngine2]
 
*# HitWinch_Source &rarr; hit [HitWinch]
 
 
* Steerable_Parachute_F
 
* Steerable_Parachute_F
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
*# HitEngine1 &rarr; hit [HitEngine1]
 
*# HitEngine2 &rarr; hit [HitEngine2]
 
*# HitWinch_Source &rarr; hit [HitWinch]
 
 
* B_Heli_Attack_01_F
 
* B_Heli_Attack_01_F
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
*# HitGlass7 &rarr; hit [HitGlass7]
 
*# HitGlass8 &rarr; hit [HitGlass8]
 
*# Gatling &rarr; revolving
 
*# Missiles &rarr; revolving
 
*# Hide &rarr; user
 
*# Muzzle_flash &rarr; ammorandom
 
*# HideWeapons &rarr; user
 
 
* B_Heli_Attack_01_dynamicLoadout_F
 
* B_Heli_Attack_01_dynamicLoadout_F
*# HideWeapons &rarr; user
 
 
* O_Heli_Attack_02_F
 
* O_Heli_Attack_02_F
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
*# HitGlass7 &rarr; hit [HitGlass7]
 
*# HitGlass8 &rarr; hit [HitGlass8]
 
*# HitGlass9 &rarr; hit [HitGlass9]
 
*# HitGlass10 &rarr; hit [HitGlass10]
 
*# HitGlass11 &rarr; hit [HitGlass11]
 
*# HitGlass12 &rarr; hit [HitGlass12]
 
*# HitGlass13 &rarr; hit [HitGlass13]
 
*# HitGlass14 &rarr; hit [HitGlass14]
 
*# Gatling &rarr; revolving
 
*# Muzzle_flash &rarr; ammorandom
 
*# Missiles_revolving &rarr; revolving
 
*# Hide &rarr; user
 
*# door_L &rarr; door
 
*# door_R &rarr; door
 
*# door_L_pop &rarr; door
 
*# door_R_pop &rarr; door
 
*# HideWeapons &rarr; user
 
 
* O_Heli_Attack_02_black_F
 
* O_Heli_Attack_02_black_F
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
*# HitGlass7 &rarr; hit [HitGlass7]
 
*# HitGlass8 &rarr; hit [HitGlass8]
 
*# HitGlass9 &rarr; hit [HitGlass9]
 
*# HitGlass10 &rarr; hit [HitGlass10]
 
*# HitGlass11 &rarr; hit [HitGlass11]
 
*# HitGlass12 &rarr; hit [HitGlass12]
 
*# HitGlass13 &rarr; hit [HitGlass13]
 
*# HitGlass14 &rarr; hit [HitGlass14]
 
*# Gatling &rarr; revolving
 
*# Muzzle_flash &rarr; ammorandom
 
*# Missiles_revolving &rarr; revolving
 
*# Hide &rarr; user
 
*# door_L &rarr; door
 
*# door_R &rarr; door
 
*# door_L_pop &rarr; door
 
*# door_R_pop &rarr; door
 
*# HideWeapons &rarr; user
 
 
* O_Heli_Attack_02_dynamicLoadout_F
 
* O_Heli_Attack_02_dynamicLoadout_F
*# HideWeapons &rarr; user
 
 
* O_Heli_Attack_02_dynamicLoadout_black_F
 
* O_Heli_Attack_02_dynamicLoadout_black_F
*# HideWeapons &rarr; user
 
 
* B_Heli_Transport_01_F
 
* B_Heli_Transport_01_F
*# Door_L &rarr; door
 
*# Door_R &rarr; door
 
*# Holder &rarr; user
 
*# Gun_HRot &rarr; user
 
*# Gun_VRot &rarr; user
 
*# Minigun &rarr; revolving
 
*# Muzzle_flash &rarr; ammorandom
 
*# Minigun2 &rarr; revolving
 
*# Muzzle_flash2 &rarr; ammorandom
 
 
* B_Heli_Transport_01_camo_F
 
* B_Heli_Transport_01_camo_F
*# Door_L &rarr; door
 
*# Door_R &rarr; door
 
*# Holder &rarr; user
 
*# Gun_HRot &rarr; user
 
*# Gun_VRot &rarr; user
 
*# Minigun &rarr; revolving
 
*# Muzzle_flash &rarr; ammorandom
 
*# Minigun2 &rarr; revolving
 
*# Muzzle_flash2 &rarr; ammorandom
 
 
* I_Heli_Transport_02_F
 
* I_Heli_Transport_02_F
*# CargoRamp_Open &rarr; door
 
*# Door_Back_L &rarr; door
 
*# Door_Back_R &rarr; door
 
*# AddGunHolder &rarr; user
 
*# Gun_HRot &rarr; user
 
*# Gun_VRot &rarr; user
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
*# HitGlass7 &rarr; hit [HitGlass7]
 
*# HitGlass8 &rarr; hit [HitGlass8]
 
*# HitGlass9 &rarr; hit [HitGlass9]
 
*# HitGlass10 &rarr; hit [HitGlass10]
 
*# HitGlass11 &rarr; hit [HitGlass11]
 
*# HitGlass12 &rarr; hit [HitGlass12]
 
*# HitGlass13 &rarr; hit [HitGlass13]
 
*# HitGlass14 &rarr; hit [HitGlass14]
 
*# HitGlass15 &rarr; hit [HitGlass15]
 
*# HitGlass16 &rarr; hit [HitGlass16]
 
*# HitGlass17 &rarr; hit [HitGlass17]
 
 
* B_Parachute_02_F
 
* B_Parachute_02_F
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
*# HitEngine1 &rarr; hit [HitEngine1]
 
*# HitEngine2 &rarr; hit [HitEngine2]
 
*# HitWinch_Source &rarr; hit [HitWinch]
 
 
* O_Parachute_02_F
 
* O_Parachute_02_F
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
*# HitEngine1 &rarr; hit [HitEngine1]
 
*# HitEngine2 &rarr; hit [HitEngine2]
 
*# HitWinch_Source &rarr; hit [HitWinch]
 
 
* I_Parachute_02_F
 
* I_Parachute_02_F
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
*# HitEngine1 &rarr; hit [HitEngine1]
 
*# HitEngine2 &rarr; hit [HitEngine2]
 
*# HitWinch_Source &rarr; hit [HitWinch]
 
 
* B_B_Parachute_02_F
 
* B_B_Parachute_02_F
 
* B_O_Parachute_02_F
 
* B_O_Parachute_02_F
Line 5,581: Line 2,464:
 
* Plane_Fighter_03_Canopy_F
 
* Plane_Fighter_03_Canopy_F
 
* I_Ejection_Seat_Plane_Fighter_03_F
 
* I_Ejection_Seat_Plane_Fighter_03_F
*# HitHull &rarr; hit [HitHull]
 
*# Rocket_Flash_hide &rarr; user
 
 
* I_Plane_Fighter_03_CAS_F
 
* I_Plane_Fighter_03_CAS_F
*# AddScalpel &rarr; user
 
*# AddAsraam_mid &rarr; user
 
*# AddGbu12 &rarr; user
 
 
* I_Plane_Fighter_03_AA_F
 
* I_Plane_Fighter_03_AA_F
*# AddScalpel &rarr; user
 
*# AddMk82 &rarr; user
 
*# AddGbu12 &rarr; user
 
*# AddZephyr &rarr; user
 
*# AddAsraam_out &rarr; user
 
*# AddAsraam_mid &rarr; user
 
 
* I_Plane_Fighter_03_dynamicLoadout_F
 
* I_Plane_Fighter_03_dynamicLoadout_F
*# AddScalpel &rarr; user
 
*# AddAsraam_mid &rarr; user
 
*# AddGbu12 &rarr; user
 
 
* Plane_Fighter_03_wreck_F
 
* Plane_Fighter_03_wreck_F
 
* B_APC_Tracked_01_rcws_F
 
* B_APC_Tracked_01_rcws_F
*# muzzle_rot &rarr; ammorandom
 
*# muzzle_hide &rarr; reload
 
*# revolving_hmg &rarr; revolving
 
*# revolving_gmg &rarr; revolving
 
*# showCamonetPlates1 &rarr; user
 
*# showCamonetPlates2 &rarr; user
 
*# showCamonetHull &rarr; user
 
*# showBags &rarr; user
 
 
* B_APC_Tracked_01_CRV_F
 
* B_APC_Tracked_01_CRV_F
*# muzzle_rot &rarr; ammorandom
 
*# muzzle_hide &rarr; reload
 
*# MovePlow &rarr; user
 
*# revolving_mg &rarr; revolving
 
*# showCamonetPlates1 &rarr; user
 
*# showCamonetPlates2 &rarr; user
 
*# showAmmobox &rarr; user
 
*# showWheels &rarr; user
 
*# showCamonetHull &rarr; user
 
*# showBags &rarr; user
 
 
* B_APC_Tracked_01_AA_F
 
* B_APC_Tracked_01_AA_F
*# Missiles_revolving &rarr; revolving
 
*# Missiles_reloadMagazine &rarr; reloadMagazine
 
*# muzzle_rot &rarr; ammorandom
 
*# cannon_35mm_revolving &rarr; revolving
 
*# showCamonetPlates1 &rarr; user
 
*# showCamonetPlates2 &rarr; user
 
*# showCamonetTurret &rarr; user
 
*# showCamonetHull &rarr; user
 
*# showBags &rarr; user
 
 
* O_APC_Tracked_02_cannon_F
 
* O_APC_Tracked_02_cannon_F
*# muzzle_rot &rarr; ammorandom
 
*# muzzle_hide &rarr; reload
 
*# Missiles_revolving &rarr; revolving
 
*# Missiles_reloadMagazine &rarr; reloadMagazine
 
*# showTracks &rarr; user
 
*# showCamonetHull &rarr; user
 
*# showBags &rarr; user
 
*# showSLATHull &rarr; user
 
 
* O_APC_Tracked_02_AA_F
 
* O_APC_Tracked_02_AA_F
*# Missiles_revolving &rarr; revolving
 
*# Missiles_reloadMagazine &rarr; reloadMagazine
 
*# muzzle_rot &rarr; ammorandom
 
*# showTracks &rarr; user
 
*# showCamonetHull &rarr; user
 
*# showCamonetTurret &rarr; user
 
*# showSLATHull &rarr; user
 
 
* B_MBT_01_cannon_F
 
* B_MBT_01_cannon_F
*# muzzle_hide_cannon &rarr; reload
 
*# muzzle_rot_cannon &rarr; ammorandom
 
*# HitComTurret_src &rarr; hit [HitComTurret]
 
*# showBags &rarr; user
 
 
* B_MBT_01_arty_F
 
* B_MBT_01_arty_F
*# recoil_source &rarr; reload
 
*# muzzle_hide_arty &rarr; reload
 
*# muzzle_rot_HMG &rarr; ammorandom
 
*# muzzle_hide_HMG &rarr; reload
 
*# muzzle_rot_GMG &rarr; ammorandom
 
*# muzzle_hide_GMG &rarr; reload
 
*# HitComTurret_src &rarr; hit [HitComTurret]
 
*# showCanisters &rarr; user
 
*# showCamonetTurret &rarr; user
 
*# showAmmobox &rarr; user
 
 
* B_MBT_01_mlrs_F
 
* B_MBT_01_mlrs_F
*# Missiles_revolving &rarr; revolving
 
*# muzzle_hide_missiles &rarr; reload
 
 
* O_MBT_02_cannon_F
 
* O_MBT_02_cannon_F
*# muzzle_hide_cannon &rarr; reload
 
*# muzzle_rot_cannon &rarr; ammorandom
 
*# muzzle_rot_HMG &rarr; ammorandom
 
*# recoil_source &rarr; reload
 
*# Smoke_source &rarr; revolving
 
*# HitEngine_src &rarr; hit [HitEngine]
 
*# HitFuel_src &rarr; hit [HitFuel]
 
*# HitHull_src &rarr; hit [HitHull]
 
*# HitMainGun_src &rarr; hit [HitGun]
 
*# HitTurret_src &rarr; hit [HitTurret]
 
*# HitComTurret_src &rarr; hit [HitComTurret]
 
*# HitLTrack_src &rarr; hit [HitLTrack]
 
*# HitRTrack_src &rarr; hit [HitRTrack]
 
*# HitERA_Front_src &rarr; hit [HitERA_Front]
 
*# HitERA_Left_1_src &rarr; hit [HitERA_Left_1]
 
*# HitERA_Left_2_src &rarr; hit [HitERA_Left_2]
 
*# HitERA_Right_1_src &rarr; hit [HitERA_Right_1]
 
*# HitERA_Right_2_src &rarr; hit [HitERA_Right_2]
 
*# HitERA_Top_Left_1_src &rarr; hit [HitERA_Top_Left_1]
 
*# HitERA_Top_Left_2_src &rarr; hit [HitERA_Top_Left_2]
 
*# HitERA_Top_Right_1_src &rarr; hit [HitERA_Top_Right_1]
 
*# HitERA_Top_Right_2_src &rarr; hit [HitERA_Top_Right_2]
 
*# driver_fan_unhide &rarr; User
 
*# driver_fan_hide &rarr; User
 
*# showCamonetHull &rarr; user
 
*# showCamonetCannon &rarr; user
 
*# showCamonetTurret &rarr; user
 
*# showLog &rarr; user
 
 
* O_MBT_02_arty_F
 
* O_MBT_02_arty_F
*# recoil_source &rarr; reload
 
*# muzzle_hide_arty &rarr; reload
 
*# muzzle_rot_HMG &rarr; ammorandom
 
*# muzzle_hide_HMG &rarr; reload
 
*# muzzle_rot_GMG &rarr; ammorandom
 
*# muzzle_hide_GMG &rarr; reload
 
*# showAmmobox &rarr; user
 
*# showCanisters &rarr; user
 
*# showCamonetCannon &rarr; user
 
*# showCamonetTurret &rarr; user
 
 
* B_Boat_Armed_01_minigun_F
 
* B_Boat_Armed_01_minigun_F
*# muzzle2_source &rarr; reload
 
*# muzzle2_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* O_Boat_Armed_01_hmg_F
 
* O_Boat_Armed_01_hmg_F
*# muzzle2_source &rarr; reload
 
*# muzzle_source &rarr; reload
 
*# muzzle2_source_rot &rarr; ammorandom
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
*# HitTurret &rarr; hit [HitTurret]
 
*# HitGun &rarr; hit [HitGun]
 
 
* B_Boat_Transport_01_F
 
* B_Boat_Transport_01_F
 
* O_Boat_Transport_01_F
 
* O_Boat_Transport_01_F
Line 5,727: Line 2,486:
 
* C_Rubberboat
 
* C_Rubberboat
 
* I_Boat_Armed_01_minigun_F
 
* I_Boat_Armed_01_minigun_F
*# muzzle2_source &rarr; reload
 
*# muzzle2_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* I_Boat_Transport_01_F
 
* I_Boat_Transport_01_F
 
* B_SDV_01_F
 
* B_SDV_01_F
*# Doors &rarr; user
 
*# periscope &rarr; user
 
 
* O_SDV_01_F
 
* O_SDV_01_F
*# Doors &rarr; user
 
*# periscope &rarr; user
 
 
* I_SDV_01_F
 
* I_SDV_01_F
*# Doors &rarr; user
 
*# periscope &rarr; user
 
 
* C_Boat_Civil_01_F
 
* C_Boat_Civil_01_F
*# Proxy &rarr; user
 
*# Beacons &rarr; user
 
 
* C_Boat_Civil_01_rescue_F
 
* C_Boat_Civil_01_rescue_F
*# Proxy &rarr; user
 
*# Beacons &rarr; user
 
 
* C_Boat_Civil_01_police_F
 
* C_Boat_Civil_01_police_F
*# Proxy &rarr; user
 
*# Beacons &rarr; user
 
 
* C_Boat_Civil_04_F
 
* C_Boat_Civil_04_F
*# PositionLightRed_source &rarr; MarkerLight
 
*# PositionLightGreen_source &rarr; MarkerLight
 
 
* I_G_Boat_Transport_01_F
 
* I_G_Boat_Transport_01_F
 
* B_G_Boat_Transport_01_F
 
* B_G_Boat_Transport_01_F
Line 5,766: Line 2,506:
 
* Lightning_F
 
* Lightning_F
 
* B_MRAP_01_F
 
* B_MRAP_01_F
*# HitReserveWheel &rarr; hit [HitReserveWheel]
 
*# Door_LF &rarr; door
 
*# Door_RF &rarr; door
 
*# Door_LB &rarr; door
 
*# Door_RB &rarr; door
 
 
* B_MRAP_01_gmg_F
 
* B_MRAP_01_gmg_F
*# muzzle_rot &rarr; ammorandom
 
*# muzzle_hide &rarr; reload
 
 
* B_MRAP_01_hmg_F
 
* B_MRAP_01_hmg_F
*# muzzle_rot &rarr; ammorandom
 
*# muzzle_hide &rarr; reload
 
 
* O_MRAP_02_F
 
* O_MRAP_02_F
*# HitReserveWheel &rarr; hit [HitReserveWheel]
 
*# Door_LF &rarr; door
 
*# Door_RF &rarr; door
 
*# Door_LM &rarr; door
 
*# Door_RM &rarr; door
 
*# Door_rear &rarr; door
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
*# HitGlass7 &rarr; hit [HitGlass7]
 
*# HitGlass8 &rarr; hit [HitGlass8]
 
*# HitGlass9 &rarr; hit [HitGlass9]
 
*# HitGlass10 &rarr; hit [HitGlass10]
 
*# HitGlass11 &rarr; hit [HitGlass11]
 
 
* O_MRAP_02_hmg_F
 
* O_MRAP_02_hmg_F
*# muzzle_rot &rarr; ammorandom
 
*# muzzle_hide &rarr; reload
 
 
* O_MRAP_02_gmg_F
 
* O_MRAP_02_gmg_F
*# muzzle_rot &rarr; ammorandom
 
*# muzzle_hide &rarr; reload
 
 
* C_Offroad_01_F
 
* C_Offroad_01_F
*# HideDoor1 &rarr; Proxy
 
*# HideDoor2 &rarr; Proxy
 
*# HideGlass2 &rarr; Doors
 
*# HideDoor3 &rarr; Proxy
 
*# HideBackpacks &rarr; Proxy
 
*# HideBumper1 &rarr; Proxy
 
*# HideBumper2 &rarr; Proxy
 
*# HideConstruction &rarr; Proxy
 
*# hidePolice &rarr; user
 
*# HideServices &rarr; Proxy
 
*# BeaconsStart
 
*# BeaconsServicesStart
 
*# Hide_Dashboard &rarr; user
 
*# Doors &rarr; user
 
*# Proxy &rarr; user
 
*# Beacons &rarr; user
 
*# Destruct &rarr; user
 
 
* C_Offroad_01_repair_F
 
* C_Offroad_01_repair_F
*# HideBumper1 &rarr; Proxy
 
*# HideBumper2 &rarr; Proxy
 
*# hideConstruction &rarr; Proxy
 
*# HideBackpacks &rarr; Proxy
 
*# hidePolice
 
*# HideServices
 
*# BeaconsStart
 
*# BeaconsServicesStart
 
 
* B_G_Offroad_01_repair_F
 
* B_G_Offroad_01_repair_F
*# HideBumper1 &rarr; Proxy
 
*# HideBumper2 &rarr; Proxy
 
*# hideConstruction &rarr; Proxy
 
*# HideBackpacks &rarr; Proxy
 
*# hidePolice
 
*# HideServices
 
*# BeaconsStart
 
*# BeaconsServicesStart
 
 
* O_G_Offroad_01_repair_F
 
* O_G_Offroad_01_repair_F
*# HideBumper1 &rarr; Proxy
 
*# HideBumper2 &rarr; Proxy
 
*# hideConstruction &rarr; Proxy
 
*# HideBackpacks &rarr; Proxy
 
*# hidePolice
 
*# HideServices
 
*# BeaconsStart
 
*# BeaconsServicesStart
 
 
* I_G_Offroad_01_repair_F
 
* I_G_Offroad_01_repair_F
*# HideBumper1 &rarr; Proxy
 
*# HideBumper2 &rarr; Proxy
 
*# hideConstruction &rarr; Proxy
 
*# HideBackpacks &rarr; Proxy
 
*# hidePolice
 
*# HideServices
 
*# BeaconsStart
 
*# BeaconsServicesStart
 
 
* I_G_Offroad_01_F
 
* I_G_Offroad_01_F
 
* I_G_Offroad_01_AT_F
 
* I_G_Offroad_01_AT_F
*# hidePolice
 
*# HideServices
 
*# BeaconsStart
 
*# BeaconsServicesStart
 
*# SPG9_reloadmagazine &rarr; reloadmagazine
 
*# SPG9_reload &rarr; reload
 
 
* I_G_Offroad_01_armed_F
 
* I_G_Offroad_01_armed_F
*# hidePolice
 
*# HideServices
 
*# BeaconsStart
 
*# BeaconsServicesStart
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
*# muzzle_rot_MG &rarr; ammorandom
 
*# muzzle_hide_MG &rarr; reload
 
*# Hide_Shield &rarr; user
 
*# Hide_Rail &rarr; user
 
 
* B_G_Offroad_01_F
 
* B_G_Offroad_01_F
 
* O_G_Offroad_01_F
 
* O_G_Offroad_01_F
 
* B_G_Offroad_01_armed_F
 
* B_G_Offroad_01_armed_F
*# hidePolice
 
*# HideServices
 
*# BeaconsStart
 
*# BeaconsServicesStart
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
*# muzzle_rot_MG &rarr; ammorandom
 
*# muzzle_hide_MG &rarr; reload
 
*# Hide_Shield &rarr; user
 
*# Hide_Rail &rarr; user
 
 
* O_G_Offroad_01_armed_F
 
* O_G_Offroad_01_armed_F
*# hidePolice
 
*# HideServices
 
*# BeaconsStart
 
*# BeaconsServicesStart
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
*# muzzle_rot_MG &rarr; ammorandom
 
*# muzzle_hide_MG &rarr; reload
 
*# Hide_Shield &rarr; user
 
*# Hide_Rail &rarr; user
 
 
* B_G_Offroad_01_AT_F
 
* B_G_Offroad_01_AT_F
*# hidePolice
 
*# HideServices
 
*# BeaconsStart
 
*# BeaconsServicesStart
 
*# SPG9_reloadmagazine &rarr; reloadmagazine
 
*# SPG9_reload &rarr; reload
 
 
* O_G_Offroad_01_AT_F
 
* O_G_Offroad_01_AT_F
*# hidePolice
 
*# HideServices
 
*# BeaconsStart
 
*# BeaconsServicesStart
 
*# SPG9_reloadmagazine &rarr; reloadmagazine
 
*# SPG9_reload &rarr; reload
 
 
* C_Offroad_01_red_F
 
* C_Offroad_01_red_F
*# HideDoor1 &rarr; Proxy
 
*# HideDoor2 &rarr; Proxy
 
*# HideGlass2 &rarr; Doors
 
*# HideDoor3 &rarr; Proxy
 
*# HideBackpacks &rarr; Proxy
 
*# HideBumper1 &rarr; Proxy
 
*# HideBumper2 &rarr; Proxy
 
*# HideConstruction &rarr; Proxy
 
*# hidePolice &rarr; user
 
*# HideServices &rarr; Proxy
 
*# BeaconsStart
 
*# BeaconsServicesStart
 
*# Hide_Dashboard &rarr; user
 
*# Doors &rarr; user
 
*# Proxy &rarr; user
 
*# Beacons &rarr; user
 
*# Destruct &rarr; user
 
 
* C_Offroad_01_sand_F
 
* C_Offroad_01_sand_F
*# HideDoor1 &rarr; Proxy
 
*# HideDoor2 &rarr; Proxy
 
*# HideGlass2 &rarr; Doors
 
*# HideDoor3 &rarr; Proxy
 
*# HideBackpacks &rarr; Proxy
 
*# HideBumper1 &rarr; Proxy
 
*# HideBumper2 &rarr; Proxy
 
*# HideConstruction &rarr; Proxy
 
*# hidePolice &rarr; user
 
*# HideServices &rarr; Proxy
 
*# BeaconsStart
 
*# BeaconsServicesStart
 
*# Hide_Dashboard &rarr; user
 
*# Doors &rarr; user
 
*# Proxy &rarr; user
 
*# Beacons &rarr; user
 
*# Destruct &rarr; user
 
 
* C_Offroad_01_white_F
 
* C_Offroad_01_white_F
*# HideDoor1 &rarr; Proxy
 
*# HideDoor2 &rarr; Proxy
 
*# HideGlass2 &rarr; Doors
 
*# HideDoor3 &rarr; Proxy
 
*# HideBackpacks &rarr; Proxy
 
*# HideBumper1 &rarr; Proxy
 
*# HideBumper2 &rarr; Proxy
 
*# HideConstruction &rarr; Proxy
 
*# hidePolice &rarr; user
 
*# HideServices &rarr; Proxy
 
*# BeaconsStart
 
*# BeaconsServicesStart
 
*# Hide_Dashboard &rarr; user
 
*# Doors &rarr; user
 
*# Proxy &rarr; user
 
*# Beacons &rarr; user
 
*# Destruct &rarr; user
 
 
* C_Offroad_01_blue_F
 
* C_Offroad_01_blue_F
*# HideDoor1 &rarr; Proxy
 
*# HideDoor2 &rarr; Proxy
 
*# HideGlass2 &rarr; Doors
 
*# HideDoor3 &rarr; Proxy
 
*# HideBackpacks &rarr; Proxy
 
*# HideBumper1 &rarr; Proxy
 
*# HideBumper2 &rarr; Proxy
 
*# HideConstruction &rarr; Proxy
 
*# hidePolice &rarr; user
 
*# HideServices &rarr; Proxy
 
*# BeaconsStart
 
*# BeaconsServicesStart
 
*# Hide_Dashboard &rarr; user
 
*# Doors &rarr; user
 
*# Proxy &rarr; user
 
*# Beacons &rarr; user
 
*# Destruct &rarr; user
 
 
* C_Offroad_01_darkred_F
 
* C_Offroad_01_darkred_F
*# HideDoor1 &rarr; Proxy
 
*# HideDoor2 &rarr; Proxy
 
*# HideGlass2 &rarr; Doors
 
*# HideDoor3 &rarr; Proxy
 
*# HideBackpacks &rarr; Proxy
 
*# HideBumper1 &rarr; Proxy
 
*# HideBumper2 &rarr; Proxy
 
*# HideConstruction &rarr; Proxy
 
*# hidePolice &rarr; user
 
*# HideServices &rarr; Proxy
 
*# BeaconsStart
 
*# BeaconsServicesStart
 
*# Hide_Dashboard &rarr; user
 
*# Doors &rarr; user
 
*# Proxy &rarr; user
 
*# Beacons &rarr; user
 
*# Destruct &rarr; user
 
 
* C_Offroad_01_bluecustom_F
 
* C_Offroad_01_bluecustom_F
*# HideDoor1 &rarr; Proxy
 
*# HideDoor2 &rarr; Proxy
 
*# HideGlass2 &rarr; Doors
 
*# HideDoor3 &rarr; Proxy
 
*# HideBackpacks &rarr; Proxy
 
*# HideBumper1 &rarr; Proxy
 
*# HideBumper2 &rarr; Proxy
 
*# HideConstruction &rarr; Proxy
 
*# hidePolice &rarr; user
 
*# HideServices &rarr; Proxy
 
*# BeaconsStart
 
*# BeaconsServicesStart
 
*# Hide_Dashboard &rarr; user
 
*# Doors &rarr; user
 
*# Proxy &rarr; user
 
*# Beacons &rarr; user
 
*# Destruct &rarr; user
 
 
* C_Offroad_luxe_F
 
* C_Offroad_luxe_F
*# HideDoor1 &rarr; Proxy
 
*# HideDoor2 &rarr; Proxy
 
*# HideGlass2 &rarr; Doors
 
*# HideDoor3 &rarr; Proxy
 
*# HideBackpacks &rarr; Proxy
 
*# HideBumper1 &rarr; Proxy
 
*# HideBumper2 &rarr; Proxy
 
*# HideConstruction &rarr; Proxy
 
*# hidePolice &rarr; user
 
*# HideServices &rarr; Proxy
 
*# BeaconsStart
 
*# BeaconsServicesStart
 
*# Hide_Dashboard &rarr; user
 
*# Doors &rarr; user
 
*# Proxy &rarr; user
 
*# Beacons &rarr; user
 
*# Destruct &rarr; user
 
 
* C_Offroad_default_F
 
* C_Offroad_default_F
*# HideDoor1 &rarr; Proxy
 
*# HideDoor2 &rarr; Proxy
 
*# HideGlass2 &rarr; Doors
 
*# HideDoor3 &rarr; Proxy
 
*# HideBackpacks &rarr; Proxy
 
*# HideBumper1 &rarr; Proxy
 
*# HideBumper2 &rarr; Proxy
 
*# HideConstruction &rarr; Proxy
 
*# hidePolice &rarr; user
 
*# HideServices &rarr; Proxy
 
*# BeaconsStart
 
*# BeaconsServicesStart
 
*# Hide_Dashboard &rarr; user
 
*# Doors &rarr; user
 
*# Proxy &rarr; user
 
*# Beacons &rarr; user
 
*# Destruct &rarr; user
 
 
* C_Offroad_stripped_F
 
* C_Offroad_stripped_F
*# HideDoor1 &rarr; Proxy
 
*# HideDoor2 &rarr; Proxy
 
*# HideGlass2 &rarr; Doors
 
*# HideDoor3 &rarr; Proxy
 
*# HideBackpacks &rarr; Proxy
 
*# HideBumper1 &rarr; Proxy
 
*# HideBumper2 &rarr; Proxy
 
*# HideConstruction &rarr; Proxy
 
*# hidePolice &rarr; user
 
*# HideServices &rarr; Proxy
 
*# BeaconsStart
 
*# BeaconsServicesStart
 
*# Hide_Dashboard &rarr; user
 
*# Doors &rarr; user
 
*# Proxy &rarr; user
 
*# Beacons &rarr; user
 
*# Destruct &rarr; user
 
 
* C_Quadbike_01_F
 
* C_Quadbike_01_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* B_Quadbike_01_F
 
* B_Quadbike_01_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* O_Quadbike_01_F
 
* O_Quadbike_01_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* I_Quadbike_01_F
 
* I_Quadbike_01_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* I_G_Quadbike_01_F
 
* I_G_Quadbike_01_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* B_G_Quadbike_01_F
 
* B_G_Quadbike_01_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* O_G_Quadbike_01_F
 
* O_G_Quadbike_01_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* C_Quadbike_01_black_F
 
* C_Quadbike_01_black_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* C_Quadbike_01_blue_F
 
* C_Quadbike_01_blue_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* C_Quadbike_01_red_F
 
* C_Quadbike_01_red_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* C_Quadbike_01_white_F
 
* C_Quadbike_01_white_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* I_MRAP_03_F
 
* I_MRAP_03_F
*# Door_LF &rarr; door
 
*# Door_RF &rarr; door
 
 
* I_MRAP_03_hmg_F
 
* I_MRAP_03_hmg_F
*# muzzle_rot &rarr; ammorandom
 
*# muzzle_hide &rarr; reload
 
 
* I_MRAP_03_gmg_F
 
* I_MRAP_03_gmg_F
*# muzzle_rot &rarr; ammorandom
 
*# muzzle_hide &rarr; reload
 
 
* B_Truck_01_transport_F
 
* B_Truck_01_transport_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* B_Truck_01_covered_F
 
* B_Truck_01_covered_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* O_Truck_02_covered_F
 
* O_Truck_02_covered_F
*# Door_LF &rarr; door
 
*# Door_RF &rarr; door
 
*# spz_hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
 
* O_Truck_02_transport_F
 
* O_Truck_02_transport_F
*# Door_LF &rarr; door
 
*# Door_RF &rarr; door
 
*# spz_hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
 
* I_Truck_02_covered_F
 
* I_Truck_02_covered_F
*# Door_LF &rarr; door
 
*# Door_RF &rarr; door
 
*# spz_hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
 
* I_Truck_02_transport_F
 
* I_Truck_02_transport_F
*# Door_LF &rarr; door
 
*# Door_RF &rarr; door
 
*# spz_hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
 
* C_Truck_02_covered_F
 
* C_Truck_02_covered_F
*# spz_hide &rarr; user
 
 
* C_Truck_02_transport_F
 
* C_Truck_02_transport_F
*# spz_hide &rarr; user
 
 
* C_Hatchback_01_F
 
* C_Hatchback_01_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* C_Hatchback_01_sport_F
 
* C_Hatchback_01_sport_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* C_Hatchback_01_grey_F
 
* C_Hatchback_01_grey_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* C_Hatchback_01_green_F
 
* C_Hatchback_01_green_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* C_Hatchback_01_blue_F
 
* C_Hatchback_01_blue_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* C_Hatchback_01_bluecustom_F
 
* C_Hatchback_01_bluecustom_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* C_Hatchback_01_beigecustom_F
 
* C_Hatchback_01_beigecustom_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* C_Hatchback_01_yellow_F
 
* C_Hatchback_01_yellow_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* C_Hatchback_01_white_F
 
* C_Hatchback_01_white_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* C_Hatchback_01_black_F
 
* C_Hatchback_01_black_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* C_Hatchback_01_dark_F
 
* C_Hatchback_01_dark_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* C_Hatchback_01_sport_red_F
 
* C_Hatchback_01_sport_red_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* C_Hatchback_01_sport_blue_F
 
* C_Hatchback_01_sport_blue_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* C_Hatchback_01_sport_orange_F
 
* C_Hatchback_01_sport_orange_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* C_Hatchback_01_sport_white_F
 
* C_Hatchback_01_sport_white_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* C_Hatchback_01_sport_grey_F
 
* C_Hatchback_01_sport_grey_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* C_Hatchback_01_sport_green_F
 
* C_Hatchback_01_sport_green_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* C_SUV_01_F
 
* C_SUV_01_F
*# Hide &rarr; user
 
 
* SUV_01_base_red_F
 
* SUV_01_base_red_F
*# Hide &rarr; user
 
 
* SUV_01_base_black_F
 
* SUV_01_base_black_F
*# Hide &rarr; user
 
 
* SUV_01_base_grey_F
 
* SUV_01_base_grey_F
*# Hide &rarr; user
 
 
* SUV_01_base_orange_F
 
* SUV_01_base_orange_F
*# Hide &rarr; user
 
 
* B_Truck_01_mover_F
 
* B_Truck_01_mover_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* B_Truck_01_box_F
 
* B_Truck_01_box_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* B_Truck_01_Repair_F
 
* B_Truck_01_Repair_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* B_Truck_01_ammo_F
 
* B_Truck_01_ammo_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* B_Truck_01_fuel_F
 
* B_Truck_01_fuel_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* B_Truck_01_medical_F
 
* B_Truck_01_medical_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* O_Truck_02_box_F
 
* O_Truck_02_box_F
*# Door_LF &rarr; door
 
*# Door_RF &rarr; door
 
*# spz_hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
 
* O_Truck_02_medical_F
 
* O_Truck_02_medical_F
*# Door_LF &rarr; door
 
*# Door_RF &rarr; door
 
*# spz_hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
 
* O_Truck_02_Ammo_F
 
* O_Truck_02_Ammo_F
*# Door_LF &rarr; door
 
*# Door_RF &rarr; door
 
*# spz_hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
 
* O_Truck_02_fuel_F
 
* O_Truck_02_fuel_F
*# Door_LF &rarr; door
 
*# Door_RF &rarr; door
 
*# spz_hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
 
* I_Truck_02_ammo_F
 
* I_Truck_02_ammo_F
*# Door_LF &rarr; door
 
*# Door_RF &rarr; door
 
*# spz_hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
 
* I_Truck_02_box_F
 
* I_Truck_02_box_F
*# Door_LF &rarr; door
 
*# Door_RF &rarr; door
 
*# spz_hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
 
* I_Truck_02_medical_F
 
* I_Truck_02_medical_F
*# Door_LF &rarr; door
 
*# Door_RF &rarr; door
 
*# spz_hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
 
* I_Truck_02_fuel_F
 
* I_Truck_02_fuel_F
*# Door_LF &rarr; door
 
*# Door_RF &rarr; door
 
*# spz_hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
 
* I_Truck_02_MRL_F
 
* I_Truck_02_MRL_F
*# Missiles_revolving &rarr; revolving
 
 
* C_Truck_02_fuel_F
 
* C_Truck_02_fuel_F
*# spz_hide &rarr; user
 
 
* C_Truck_02_box_F
 
* C_Truck_02_box_F
*# spz_hide &rarr; user
 
 
* Land_MRL_Magazine_01_F
 
* Land_MRL_Magazine_01_F
 
* C_Van_01_transport_F
 
* C_Van_01_transport_F
*# Hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
 
* I_G_Van_01_transport_F
 
* I_G_Van_01_transport_F
*# Hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
 
* C_Van_01_box_F
 
* C_Van_01_box_F
*# Hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
 
* C_Van_01_fuel_F
 
* C_Van_01_fuel_F
*# Hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
 
* I_G_Van_01_fuel_F
 
* I_G_Van_01_fuel_F
*# Hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
 
* B_G_Van_01_transport_F
 
* B_G_Van_01_transport_F
*# Hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
 
* O_G_Van_01_transport_F
 
* O_G_Van_01_transport_F
*# Hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
 
* B_G_Van_01_fuel_F
 
* B_G_Van_01_fuel_F
*# Hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
 
* O_G_Van_01_fuel_F
 
* O_G_Van_01_fuel_F
*# Hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
 
* C_Van_01_transport_white_F
 
* C_Van_01_transport_white_F
*# Hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
 
* C_Van_01_transport_red_F
 
* C_Van_01_transport_red_F
*# Hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
 
* C_Van_01_box_white_F
 
* C_Van_01_box_white_F
*# Hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
 
* C_Van_01_box_red_F
 
* C_Van_01_box_red_F
*# Hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
 
* C_Van_01_fuel_white_F
 
* C_Van_01_fuel_white_F
*# Hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
 
* C_Van_01_fuel_red_F
 
* C_Van_01_fuel_red_F
*# Hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
 
* C_Van_01_fuel_white_v2_F
 
* C_Van_01_fuel_white_v2_F
*# Hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
 
* C_Van_01_fuel_red_v2_F
 
* C_Van_01_fuel_red_v2_F
*# Hide &rarr; user
 
*# Hide_Dashboard &rarr; user
 
 
* B_static_AA_F
 
* B_static_AA_F
*# autonomous_unhide &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* O_static_AA_F
 
* O_static_AA_F
*# autonomous_unhide &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* I_static_AA_F
 
* I_static_AA_F
*# autonomous_unhide &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* B_AA_01_weapon_F
 
* B_AA_01_weapon_F
 
* O_AA_01_weapon_F
 
* O_AA_01_weapon_F
 
* I_AA_01_weapon_F
 
* I_AA_01_weapon_F
 
* B_static_AT_F
 
* B_static_AT_F
*# autonomous_unhide &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* O_static_AT_F
 
* O_static_AT_F
*# autonomous_unhide &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* I_static_AT_F
 
* I_static_AT_F
*# autonomous_unhide &rarr; user
 
*# muzzle_source &rarr; reload
 
*# muzzle_source_rot &rarr; ammorandom
 
*# ReloadAnim &rarr; reload
 
*# ReloadMagazine &rarr; reloadmagazine
 
*# Revolving &rarr; revolving
 
 
* B_AT_01_weapon_F
 
* B_AT_01_weapon_F
 
* O_AT_01_weapon_F
 
* O_AT_01_weapon_F
Line 6,913: Line 2,665:
 
* Land_ScrapHeap_2_F
 
* Land_ScrapHeap_2_F
 
* I_Heli_light_03_F
 
* I_Heli_light_03_F
*# GunL_Revolving &rarr; revolving
 
*# GunR_Revolving &rarr; revolving
 
*# muzzle_hide &rarr; reload
 
*# Muzzle_Flash &rarr; ammorandom
 
*# Missiles_revolving &rarr; revolving
 
*# RocketPods_Hide &rarr; user
 
*# HideWeapons &rarr; user
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
*# HitGlass7 &rarr; hit [HitGlass7]
 
*# HitGlass8 &rarr; hit [HitGlass8]
 
*# HitGlass9 &rarr; hit [HitGlass9]
 
*# HitGlass10 &rarr; hit [HitGlass10]
 
*# HitGlass11 &rarr; hit [HitGlass11]
 
*# HitGlass12 &rarr; hit [HitGlass12]
 
*# HitGlass13 &rarr; hit [HitGlass13]
 
*# HitGlass14 &rarr; hit [HitGlass14]
 
 
* I_Heli_light_03_dynamicLoadout_F
 
* I_Heli_light_03_dynamicLoadout_F
*# HideWeapons &rarr; user
 
 
* I_Heli_light_03_unarmed_F
 
* I_Heli_light_03_unarmed_F
*# GunL_Revolving &rarr; revolving
 
*# GunR_Revolving &rarr; revolving
 
*# muzzle_hide &rarr; reload
 
*# Muzzle_Flash &rarr; ammorandom
 
*# Missiles_revolving &rarr; revolving
 
*# RocketPods_Hide &rarr; user
 
*# HideWeapons &rarr; user
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
*# HitGlass7 &rarr; hit [HitGlass7]
 
*# HitGlass8 &rarr; hit [HitGlass8]
 
*# HitGlass9 &rarr; hit [HitGlass9]
 
*# HitGlass10 &rarr; hit [HitGlass10]
 
*# HitGlass11 &rarr; hit [HitGlass11]
 
*# HitGlass12 &rarr; hit [HitGlass12]
 
*# HitGlass13 &rarr; hit [HitGlass13]
 
*# HitGlass14 &rarr; hit [HitGlass14]
 
 
* Plane_CAS_01_Canopy_F
 
* Plane_CAS_01_Canopy_F
 
* B_Ejection_Seat_Plane_CAS_01_F
 
* B_Ejection_Seat_Plane_CAS_01_F
*# HitHull &rarr; hit [HitHull]
 
*# Rocket_Flash_hide &rarr; user
 
 
* B_Plane_CAS_01_F
 
* B_Plane_CAS_01_F
*# Gatling_30mm_ammorandom &rarr; ammorandom
 
*# Gatling_30mm_reload &rarr; reload
 
*# Gatling_30mm_revolving &rarr; revolving
 
*# Missile_AA_04_revolving &rarr; revolving
 
*# Missile_AGM_02_revolving &rarr; revolving
 
*# Rocket_04_HE_revolving &rarr; revolving
 
*# Rocket_04_AP_revolving &rarr; revolving
 
*# Bomb_04_revolving &rarr; revolving
 
*# HitAvionics &rarr; hit [HitAvionics]
 
*# Damper_1_source &rarr; damper
 
*# Damper_2_source &rarr; damper
 
*# Damper_3_source &rarr; damper
 
*# Wheel_1_source &rarr; wheel
 
*# Wheel_2_source &rarr; wheel
 
*# Wheel_3_source &rarr; wheel
 
*# HideWeapons &rarr; user
 
*# HideMFD &rarr; user
 
*# canopy_hide &rarr; user
 
*# ejection_seat_hide &rarr; user
 
*# ejection_seat_motion &rarr; user
 
 
* B_Plane_CAS_01_dynamicLoadout_F
 
* B_Plane_CAS_01_dynamicLoadout_F
*# HideWeapons &rarr; user
 
*# HideMFD &rarr; user
 
 
* Plane_CAS_02_Canopy_F
 
* Plane_CAS_02_Canopy_F
 
* O_Ejection_Seat_Plane_CAS_02_F
 
* O_Ejection_Seat_Plane_CAS_02_F
*# HitHull &rarr; hit [HitHull]
 
*# Rocket_Flash_hide &rarr; user
 
 
* O_Plane_CAS_02_F
 
* O_Plane_CAS_02_F
*# Cannon_30mm_ammorandom &rarr; ammorandom
 
*# Cannon_30mm_revolving &rarr; revolving
 
*# Missile_AA_03_revolving &rarr; revolving
 
*# Missile_AGM_01_revolving &rarr; revolving
 
*# Rocket_03_HE_revolving &rarr; revolving
 
*# Rocket_03_AP_revolving &rarr; revolving
 
*# Bomb_03_revolving &rarr; revolving
 
*# Damper_1_source &rarr; damper
 
*# Damper_2_source &rarr; damper
 
*# Damper_3_source &rarr; damper
 
*# Wheel_1_source &rarr; wheel
 
*# Wheel_2_source &rarr; wheel
 
*# Wheel_3_source &rarr; wheel
 
*# HitAvionics &rarr; hit [HitAvionics]
 
*# HideWeapons &rarr; user
 
*# canopy_hide &rarr; user
 
*# ejection_seat_hide &rarr; user
 
*# ejection_seat_motion &rarr; user
 
 
* O_Plane_CAS_02_dynamicLoadout_F
 
* O_Plane_CAS_02_dynamicLoadout_F
*# HideWeapons &rarr; user
 
 
* B_APC_Wheeled_01_cannon_F
 
* B_APC_Wheeled_01_cannon_F
*# muzzle_rot &rarr; ammorandom
 
*# muzzle_hide &rarr; reload
 
*# revolving_cannon &rarr; revolving
 
*# HideTurret &rarr; user
 
*# HitEngine_src &rarr; hit [HitEngine]
 
*# HitFuel_src &rarr; hit [HitFuel]
 
*# HitHull_src &rarr; hit [HitHull]
 
*# HitMainGun_src &rarr; hit [HitGun]
 
*# HitTurret_src &rarr; hit [HitTurret]
 
*# HitComTurret_src &rarr; hit [HitComTurret]
 
*# HitSLAT_Left_1_src &rarr; hit [HitSLAT_Left_1]
 
*# HitSLAT_Left_2_src &rarr; hit [HitSLAT_Left_2]
 
*# HitSLAT_Left_3_src &rarr; hit [HitSLAT_Left_3]
 
*# HitSLAT_Right_1_src &rarr; hit [HitSLAT_Right_1]
 
*# HitSLAT_Right_2_src &rarr; hit [HitSLAT_Right_2]
 
*# HitSLAT_Right_3_src &rarr; hit [HitSLAT_Right_3]
 
*# HitSLAT_back_src &rarr; hit [HitSLAT_back]
 
*# HitSLAT_front_src &rarr; hit [HitSLAT_front]
 
*# HitSLAT_top_back_src &rarr; hit [HitSLAT_top_back]
 
*# HitSLAT_top_right_src &rarr; hit [HitSLAT_top_right]
 
*# HitSLAT_top_left_src &rarr; hit [HitSLAT_top_left]
 
*# showBags &rarr; user
 
*# showCamonetHull &rarr; user
 
*# showCamonetCannon &rarr; user
 
*# showCamonetTurret &rarr; user
 
*# showSLATHull &rarr; user
 
*# showSLATTurret &rarr; user
 
 
* O_APC_Wheeled_02_rcws_F
 
* O_APC_Wheeled_02_rcws_F
*# muzzle_rot &rarr; ammorandom
 
*# muzzle_hide &rarr; reload
 
*# HideTurret &rarr; user
 
 
* O_APC_Wheeled_02_rcws_v2_F
 
* O_APC_Wheeled_02_rcws_v2_F
*# muzzle_rot &rarr; ammorandom
 
*# muzzle_hide &rarr; reload
 
*# muzzle_hide1 &rarr; reload
 
*# HideTurret &rarr; user
 
*# Smoke_source &rarr; revolving
 
*# HitEngine_src &rarr; hit [HitEngine]
 
*# HitFuel_src &rarr; hit [HitFuel]
 
*# HitHull_src &rarr; hit [HitHull]
 
*# HitMainGun_src &rarr; hit [HitGun]
 
*# HitTurret_src &rarr; hit [HitTurret]
 
*# HitComTurret_src &rarr; hit [HitComTurret]
 
*# HitSLAT_Left_1_src &rarr; hit [HitSLAT_Left_1]
 
*# HitSLAT_Left_2_src &rarr; hit [HitSLAT_Left_2]
 
*# HitSLAT_Left_3_src &rarr; hit [HitSLAT_Left_3]
 
*# HitSLAT_Right_1_src &rarr; hit [HitSLAT_Right_1]
 
*# HitSLAT_Right_2_src &rarr; hit [HitSLAT_Right_2]
 
*# HitSLAT_Right_3_src &rarr; hit [HitSLAT_Right_3]
 
*# HitSLAT_back_src &rarr; hit [HitSLAT_back]
 
*# HitSLAT_front_src &rarr; hit [HitSLAT_front]
 
*# showBags &rarr; user
 
*# showCanisters &rarr; user
 
*# showTools &rarr; user
 
*# showCamonetHull &rarr; user
 
*# showSLATHull &rarr; user
 
 
* I_APC_tracked_03_cannon_F
 
* I_APC_tracked_03_cannon_F
*# muzzle_rot &rarr; ammorandom
 
*# muzzle_hide &rarr; reload
 
*# HideTurret &rarr; user
 
*# autocannon_30mm_revolving &rarr; revolving
 
*# Smoke_source &rarr; revolving
 
*# HitEngine_src &rarr; hit [HitEngine]
 
*# HitFuel_src &rarr; hit [HitFuel]
 
*# HitHull_src &rarr; hit [HitHull]
 
*# HitMainGun_src &rarr; hit [HitGun]
 
*# HitTurret_src &rarr; hit [HitTurret]
 
*# HitComTurret_src &rarr; hit [HitComTurret]
 
*# HitSLAT_Left_1_src &rarr; hit [HitSLAT_Left_1]
 
*# HitSLAT_Left_2_src &rarr; hit [HitSLAT_Left_2]
 
*# HitSLAT_Left_3_src &rarr; hit [HitSLAT_Left_3]
 
*# HitSLAT_Right_1_src &rarr; hit [HitSLAT_Right_1]
 
*# HitSLAT_Right_2_src &rarr; hit [HitSLAT_Right_2]
 
*# HitSLAT_Right_3_src &rarr; hit [HitSLAT_Right_3]
 
*# HitSLAT_back_src &rarr; hit [HitSLAT_back]
 
*# HitSLAT_front_src &rarr; hit [HitSLAT_front]
 
*# HitSLAT_top_back_src &rarr; hit [HitSLAT_top_back]
 
*# HitSLAT_top_right_src &rarr; hit [HitSLAT_top_right]
 
*# HitSLAT_top_left_src &rarr; hit [HitSLAT_top_left]
 
*# showBags &rarr; user
 
*# showBags2 &rarr; user
 
*# showCamonetHull &rarr; user
 
*# showCamonetTurret &rarr; user
 
*# showTools &rarr; user
 
*# showSLATHull &rarr; user
 
*# showSLATTurret &rarr; user
 
 
* I_MBT_03_cannon_F
 
* I_MBT_03_cannon_F
*# muzzle_rot_cannon &rarr; ammorandom
 
*# muzzle_rot_coax &rarr; ammorandom
 
*# muzzle_rot_hmg &rarr; ammorandom
 
*# muzzle_hide_coax &rarr; reload
 
*# recoil_source &rarr; reload
 
*# LockMuzzle &rarr; user
 
*# HitEngine_src &rarr; hit [HitEngine]
 
*# HitFuel_src &rarr; hit [HitFuel]
 
*# HitHull_src &rarr; hit [HitHull]
 
*# HitMainGun_src &rarr; hit [HitGun]
 
*# HitTurret_src &rarr; hit [HitTurret]
 
*# HitComTurret_src &rarr; hit [HitComTurret]
 
*# Smoke_source &rarr; revolving
 
*# HitSLAT_Left_src &rarr; hit [HitSLAT_Left]
 
*# HitSLAT_Right_src &rarr; hit [HitSLAT_Right]
 
*# HitSLAT_back_src &rarr; hit [HitSLAT_back]
 
*# HitSLAT_front_src &rarr; hit [HitSLAT_front]
 
*# HitSLAT_top_left_src &rarr; hit [HitSLAT_top_left]
 
*# HitSLAT_top_right_src &rarr; hit [HitSLAT_top_right]
 
*# HitSLAT_top_back_src &rarr; hit [HitSLAT_top_back]
 
*# HideTurret &rarr; user
 
*# HideHull &rarr; user
 
*# showCamonetHull &rarr; user
 
*# showCamonetCannon &rarr; user
 
*# showCamonetCannon1 &rarr; user
 
*# showCamonetTurret &rarr; user
 
 
* B_MBT_01_TUSK_F
 
* B_MBT_01_TUSK_F
*# muzzle_hide_cannon &rarr; reload
 
*# muzzle_rot_cannon &rarr; ammorandom
 
*# muzzle_rot_cmdr &rarr; ammorandom
 
*# recoil_source &rarr; reload
 
*# commander_gun_recoil &rarr; reload
 
*# HitERA_Front_src &rarr; hit [HitERA_Front]
 
*# HitERA_Left_1_src &rarr; hit [HitERA_Left_1]
 
*# HitERA_Left_2_src &rarr; hit [HitERA_Left_2]
 
*# HitERA_Left_3_src &rarr; hit [HitERA_Left_3]
 
*# HitERA_Left_4_src &rarr; hit [HitERA_Left_4]
 
*# HitERA_Right_1_src &rarr; hit [HitERA_Right_1]
 
*# HitERA_Right_2_src &rarr; hit [HitERA_Right_2]
 
*# HitERA_Right_3_src &rarr; hit [HitERA_Right_3]
 
*# HitERA_Right_4_src &rarr; hit [HitERA_Right_4]
 
*# HitERA_Top_Front_src &rarr; hit [HitERA_Top_Front]
 
*# HitERA_Top_Left_src &rarr; hit [HitERA_Top_Left]
 
*# HitERA_Top_Right_src &rarr; hit [HitERA_Top_Right]
 
*# showCamonetCannon &rarr; user
 
*# showCamonetPlates1 &rarr; user
 
*# showCamonetPlates2 &rarr; user
 
*# showCamonetTurret &rarr; user
 
*# showCamonetHull &rarr; user
 
*# showBags &rarr; user
 
 
* I_APC_Wheeled_03_cannon_F
 
* I_APC_Wheeled_03_cannon_F
*# Missiles_revolving &rarr; revolving
 
*# Missiles_reloadMagazine &rarr; reloadMagazine
 
*# muzzle_rot &rarr; ammorandom
 
*# muzzle_hide &rarr; reload
 
 
* B_APC_Wheeled_03_cannon_F
 
* B_APC_Wheeled_03_cannon_F
*# Missiles_revolving &rarr; revolving
 
*# Missiles_reloadMagazine &rarr; reloadMagazine
 
*# muzzle_rot &rarr; ammorandom
 
*# muzzle_hide &rarr; reload
 
 
* Submarine_01_F
 
* Submarine_01_F
 
* B_UAV_01_F
 
* B_UAV_01_F
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
*# HitEngine1 &rarr; hit [HitEngine1]
 
*# HitEngine2 &rarr; hit [HitEngine2]
 
*# HitWinch_Source &rarr; hit [HitWinch]
 
 
* O_UAV_01_F
 
* O_UAV_01_F
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
*# HitEngine1 &rarr; hit [HitEngine1]
 
*# HitEngine2 &rarr; hit [HitEngine2]
 
*# HitWinch_Source &rarr; hit [HitWinch]
 
 
* I_UAV_01_F
 
* I_UAV_01_F
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
*# HitEngine1 &rarr; hit [HitEngine1]
 
*# HitEngine2 &rarr; hit [HitEngine2]
 
*# HitWinch_Source &rarr; hit [HitWinch]
 
 
* B_UAV_02_F
 
* B_UAV_02_F
*# Bombs &rarr; user
 
*# AT_missiles &rarr; user
 
*# Damper_1_source &rarr; damper
 
*# Damper_2_source &rarr; damper
 
*# Damper_3_source &rarr; damper
 
*# Wheel_1_source &rarr; wheel
 
*# Wheel_2_source &rarr; wheel
 
*# Wheel_3_source &rarr; wheel
 
 
* O_UAV_02_F
 
* O_UAV_02_F
*# Bombs &rarr; user
 
*# AT_missiles &rarr; user
 
*# Damper_1_source &rarr; damper
 
*# Damper_2_source &rarr; damper
 
*# Damper_3_source &rarr; damper
 
*# Wheel_1_source &rarr; wheel
 
*# Wheel_2_source &rarr; wheel
 
*# Wheel_3_source &rarr; wheel
 
 
* I_UAV_02_F
 
* I_UAV_02_F
*# Bombs &rarr; user
 
*# AT_missiles &rarr; user
 
*# Damper_1_source &rarr; damper
 
*# Damper_2_source &rarr; damper
 
*# Damper_3_source &rarr; damper
 
*# Wheel_1_source &rarr; wheel
 
*# Wheel_2_source &rarr; wheel
 
*# Wheel_3_source &rarr; wheel
 
 
* B_UAV_02_CAS_F
 
* B_UAV_02_CAS_F
*# Bombs &rarr; user
 
*# AT_missiles &rarr; user
 
 
* O_UAV_02_CAS_F
 
* O_UAV_02_CAS_F
*# Bombs &rarr; user
 
*# AT_missiles &rarr; user
 
 
* I_UAV_02_CAS_F
 
* I_UAV_02_CAS_F
*# Bombs &rarr; user
 
*# AT_missiles &rarr; user
 
 
* B_UAV_02_dynamicLoadout_F
 
* B_UAV_02_dynamicLoadout_F
*# HideWeapons &rarr; user
 
 
* O_UAV_02_dynamicLoadout_F
 
* O_UAV_02_dynamicLoadout_F
*# HideWeapons &rarr; user
 
 
* I_UAV_02_dynamicLoadout_F
 
* I_UAV_02_dynamicLoadout_F
*# HideWeapons &rarr; user
 
 
* B_UGV_01_F
 
* B_UGV_01_F
*# Turret &rarr; user
 
*# MainTurret &rarr; user
 
*# MainGun &rarr; user
 
*# muzzle_rot_MG &rarr; ammorandom
 
*# muzzle_rot_GMG &rarr; ammorandom
 
*# muzzle_hide_MG &rarr; reload
 
*# muzzle_hide_GMG &rarr; reload
 
 
* O_UGV_01_F
 
* O_UGV_01_F
*# Turret &rarr; user
 
*# MainTurret &rarr; user
 
*# MainGun &rarr; user
 
*# muzzle_rot_MG &rarr; ammorandom
 
*# muzzle_rot_GMG &rarr; ammorandom
 
*# muzzle_hide_MG &rarr; reload
 
*# muzzle_hide_GMG &rarr; reload
 
 
* I_UGV_01_F
 
* I_UGV_01_F
*# Turret &rarr; user
 
*# MainTurret &rarr; user
 
*# MainGun &rarr; user
 
*# muzzle_rot_MG &rarr; ammorandom
 
*# muzzle_rot_GMG &rarr; ammorandom
 
*# muzzle_hide_MG &rarr; reload
 
*# muzzle_hide_GMG &rarr; reload
 
 
* B_UGV_01_rcws_F
 
* B_UGV_01_rcws_F
*# Turret &rarr; user
 
 
* O_UGV_01_rcws_F
 
* O_UGV_01_rcws_F
*# Turret &rarr; user
 
 
* I_UGV_01_rcws_F
 
* I_UGV_01_rcws_F
*# Turret &rarr; user
 
 
* B_UAV_01_backpack_F
 
* B_UAV_01_backpack_F
 
* O_UAV_01_backpack_F
 
* O_UAV_01_backpack_F
 
* I_UAV_01_backpack_F
 
* I_UAV_01_backpack_F
 
* O_Truck_03_transport_F
 
* O_Truck_03_transport_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* O_Truck_03_covered_F
 
* O_Truck_03_covered_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* O_Truck_03_repair_F
 
* O_Truck_03_repair_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* O_Truck_03_ammo_F
 
* O_Truck_03_ammo_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* O_Truck_03_fuel_F
 
* O_Truck_03_fuel_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* O_Truck_03_medical_F
 
* O_Truck_03_medical_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* O_Truck_03_device_F
 
* O_Truck_03_device_F
*# HitLFWheel &rarr; hit [HitLFWheel]
 
*# HitRFWheel &rarr; hit [HitRFWheel]
 
*# HitLBWheel &rarr; hit [HitLF2Wheel]
 
*# HitRBWheel &rarr; hit [HitRF2Wheel]
 
*# HitLF2Wheel &rarr; hit [HitLBWheel]
 
*# HitRF2Wheel &rarr; hit [HitRBWheel]
 
*# HitLMWheel &rarr; hit [HitLMWheel]
 
*# HitRMWheel &rarr; hit [HitRMWheel]
 
*# HitGlass1 &rarr; hit [HitGlass1]
 
*# HitGlass2 &rarr; hit [HitGlass2]
 
*# HitGlass3 &rarr; hit [HitGlass3]
 
*# HitGlass4 &rarr; hit [HitGlass4]
 
*# HitGlass5 &rarr; hit [HitGlass5]
 
*# HitGlass6 &rarr; hit [HitGlass6]
 
 
* SoundFlareLoop_F
 
* SoundFlareLoop_F
 
* Intel_File1_F
 
* Intel_File1_F
Line 7,520: Line 2,862:
 
* ModuleTimeTrial_F
 
* ModuleTimeTrial_F
 
* C_Kart_01_F
 
* C_Kart_01_F
*# Wheel_2_2_source &rarr; wheel
 
 
* C_Kart_01_Fuel_F
 
* C_Kart_01_Fuel_F
*# Wheel_2_2_source &rarr; wheel
 
 
* C_Kart_01_Blu_F
 
* C_Kart_01_Blu_F
*# Wheel_2_2_source &rarr; wheel
 
 
* C_Kart_01_Red_F
 
* C_Kart_01_Red_F
*# Wheel_2_2_source &rarr; wheel
 
 
* C_Kart_01_Vrana_F
 
* C_Kart_01_Vrana_F
*# Wheel_2_2_source &rarr; wheel
 
 
* C_Kart_01_green_F
 
* C_Kart_01_green_F
*# Wheel_2_2_source &rarr; wheel
 
 
* C_Kart_01_orange_F
 
* C_Kart_01_orange_F
*# Wheel_2_2_source &rarr; wheel
 
 
* C_Kart_01_white_F
 
* C_Kart_01_white_F
*# Wheel_2_2_source &rarr; wheel
 
 
* C_Kart_01_yellow_F
 
* C_Kart_01_yellow_F
*# Wheel_2_2_source &rarr; wheel
 
 
* C_Kart_01_black_F
 
* C_Kart_01_black_F
*# Wheel_2_2_source &rarr; wheel
 
 
* Land_FinishGate_01_narrow_F
 
* Land_FinishGate_01_narrow_F
 
* Land_FinishGate_01_wide_F
 
* Land_FinishGate_01_wide_F
Line 7,545: Line 2,877:
 
* PlasticBarrier_01_white_F
 
* PlasticBarrier_01_white_F
 
* Land_PlasticBarrier_01_line_x2_F
 
* Land_PlasticBarrier_01_line_x2_F
*# Segment_1_source &rarr; user
 
 
* Land_PlasticBarrier_01_sharp15L_x2_F
 
* Land_PlasticBarrier_01_sharp15L_x2_F
*# Segment_1_source &rarr; user
 
 
* Land_PlasticBarrier_01_sharp15R_x2_F
 
* Land_PlasticBarrier_01_sharp15R_x2_F
*# Segment_1_source &rarr; user
 
 
* Land_PlasticBarrier_01_sharp22L_x2_F
 
* Land_PlasticBarrier_01_sharp22L_x2_F
*# Segment_1_source &rarr; user
 
 
* Land_PlasticBarrier_01_sharp22R_x2_F
 
* Land_PlasticBarrier_01_sharp22R_x2_F
*# Segment_1_source &rarr; user
 
 
* Land_PlasticBarrier_01_sharp30L_x2_F
 
* Land_PlasticBarrier_01_sharp30L_x2_F
*# Segment_1_source &rarr; user
 
 
* Land_PlasticBarrier_01_sharp30R_x2_F
 
* Land_PlasticBarrier_01_sharp30R_x2_F
*# Segment_1_source &rarr; user
 
 
* Land_PlasticBarrier_01_sharp45L_x2_F
 
* Land_PlasticBarrier_01_sharp45L_x2_F
*# Segment_1_source &rarr; user
 
 
* Land_PlasticBarrier_01_sharp45R_x2_F
 
* Land_PlasticBarrier_01_sharp45R_x2_F
*# Segment_1_source &rarr; user
 
 
* Land_PlasticBarrier_01_sharp60L_x2_F
 
* Land_PlasticBarrier_01_sharp60L_x2_F
*# Segment_1_source &rarr; user
 
 
* Land_PlasticBarrier_01_sharp60R_x2_F
 
* Land_PlasticBarrier_01_sharp60R_x2_F
*# Segment_1_source &rarr; user
 
 
* Land_PlasticBarrier_01_line_x4_F
 
* Land_PlasticBarrier_01_line_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_round15L_x4_F
 
* Land_PlasticBarrier_01_round15L_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_round15R_x4_F
 
* Land_PlasticBarrier_01_round15R_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_round22L_x4_F
 
* Land_PlasticBarrier_01_round22L_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_round22R_x4_F
 
* Land_PlasticBarrier_01_round22R_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_round30L_x4_F
 
* Land_PlasticBarrier_01_round30L_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_round30R_x4_F
 
* Land_PlasticBarrier_01_round30R_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_round45L_x4_F
 
* Land_PlasticBarrier_01_round45L_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_round45R_x4_F
 
* Land_PlasticBarrier_01_round45R_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_round60L_x4_F
 
* Land_PlasticBarrier_01_round60L_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_round60R_x4_F
 
* Land_PlasticBarrier_01_round60R_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_round90L_x4_F
 
* Land_PlasticBarrier_01_round90L_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_round90R_x4_F
 
* Land_PlasticBarrier_01_round90R_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_round135L_x4_F
 
* Land_PlasticBarrier_01_round135L_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_round135R_x4_F
 
* Land_PlasticBarrier_01_round135R_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_round180L_x4_F
 
* Land_PlasticBarrier_01_round180L_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_round180R_x4_F
 
* Land_PlasticBarrier_01_round180R_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_sharp15L_x4_F
 
* Land_PlasticBarrier_01_sharp15L_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_sharp15R_x4_F
 
* Land_PlasticBarrier_01_sharp15R_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_sharp22L_x4_F
 
* Land_PlasticBarrier_01_sharp22L_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_sharp22R_x4_F
 
* Land_PlasticBarrier_01_sharp22R_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_sharp30L_x4_F
 
* Land_PlasticBarrier_01_sharp30L_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_sharp30R_x4_F
 
* Land_PlasticBarrier_01_sharp30R_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_sharp45L_x4_F
 
* Land_PlasticBarrier_01_sharp45L_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_sharp45R_x4_F
 
* Land_PlasticBarrier_01_sharp45R_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_sharp60L_x4_F
 
* Land_PlasticBarrier_01_sharp60L_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_sharp60R_x4_F
 
* Land_PlasticBarrier_01_sharp60R_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_snake15L_x4_F
 
* Land_PlasticBarrier_01_snake15L_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_snake15R_x4_F
 
* Land_PlasticBarrier_01_snake15R_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_snake22L_x4_F
 
* Land_PlasticBarrier_01_snake22L_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_snake22R_x4_F
 
* Land_PlasticBarrier_01_snake22R_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_snake30L_x4_F
 
* Land_PlasticBarrier_01_snake30L_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_snake30R_x4_F
 
* Land_PlasticBarrier_01_snake30R_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_snake45L_x4_F
 
* Land_PlasticBarrier_01_snake45L_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_snake45R_x4_F
 
* Land_PlasticBarrier_01_snake45R_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_snake60L_x4_F
 
* Land_PlasticBarrier_01_snake60L_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_snake60R_x4_F
 
* Land_PlasticBarrier_01_snake60R_x4_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
 
* Land_PlasticBarrier_01_line_x6_F
 
* Land_PlasticBarrier_01_line_x6_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
*# Segment_4_source &rarr; user
 
*# Segment_5_source &rarr; user
 
 
* Land_PlasticBarrier_01_round15L_x6_F
 
* Land_PlasticBarrier_01_round15L_x6_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
*# Segment_4_source &rarr; user
 
*# Segment_5_source &rarr; user
 
 
* Land_PlasticBarrier_01_round15R_x6_F
 
* Land_PlasticBarrier_01_round15R_x6_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
*# Segment_4_source &rarr; user
 
*# Segment_5_source &rarr; user
 
 
* Land_PlasticBarrier_01_round22L_x6_F
 
* Land_PlasticBarrier_01_round22L_x6_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
*# Segment_4_source &rarr; user
 
*# Segment_5_source &rarr; user
 
 
* Land_PlasticBarrier_01_round22R_x6_F
 
* Land_PlasticBarrier_01_round22R_x6_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
*# Segment_4_source &rarr; user
 
*# Segment_5_source &rarr; user
 
 
* Land_PlasticBarrier_01_round30L_x6_F
 
* Land_PlasticBarrier_01_round30L_x6_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
*# Segment_4_source &rarr; user
 
*# Segment_5_source &rarr; user
 
 
* Land_PlasticBarrier_01_round30R_x6_F
 
* Land_PlasticBarrier_01_round30R_x6_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
*# Segment_4_source &rarr; user
 
*# Segment_5_source &rarr; user
 
 
* Land_PlasticBarrier_01_round45L_x6_F
 
* Land_PlasticBarrier_01_round45L_x6_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
*# Segment_4_source &rarr; user
 
*# Segment_5_source &rarr; user
 
 
* Land_PlasticBarrier_01_round45R_x6_F
 
* Land_PlasticBarrier_01_round45R_x6_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
*# Segment_4_source &rarr; user
 
*# Segment_5_source &rarr; user
 
 
* Land_PlasticBarrier_01_round60L_x6_F
 
* Land_PlasticBarrier_01_round60L_x6_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
*# Segment_4_source &rarr; user
 
*# Segment_5_source &rarr; user
 
 
* Land_PlasticBarrier_01_round60R_x6_F
 
* Land_PlasticBarrier_01_round60R_x6_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
*# Segment_4_source &rarr; user
 
*# Segment_5_source &rarr; user
 
 
* Land_PlasticBarrier_01_round90L_x6_F
 
* Land_PlasticBarrier_01_round90L_x6_F
*# Segment_1_source &rarr; user
 
*# Segment_2_source &rarr; user
 
*# Segment_3_source &rarr; user
 
*# Segment_4_source &rarr; user
 
*# Segment_5_source &rarr; user
 
 
* Land_PlasticBarrier_01_round90R_x6_F
 
* Land_PlasticBarrier_01_round90R_x6_F