initial files
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128
kp_liberation.brf_sumava/scripts/server/init_server.sqf
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128
kp_liberation.brf_sumava/scripts/server/init_server.sqf
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// AI
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add_civ_waypoints = compileFinal preprocessFileLineNumbers "scripts\server\ai\add_civ_waypoints.sqf";
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add_defense_waypoints = compileFinal preprocessFileLineNumbers "scripts\server\ai\add_defense_waypoints.sqf";
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battlegroup_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\battlegroup_ai.sqf";
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building_defence_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\building_defence_ai.sqf";
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patrol_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\patrol_ai.sqf";
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prisonner_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\prisonner_ai.sqf";
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troup_transport = compileFinal preprocessFileLineNumbers "scripts\server\ai\troup_transport.sqf";
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// Battlegroup
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spawn_air = compileFinal preprocessFileLineNumbers "scripts\server\battlegroup\spawn_air.sqf";
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spawn_battlegroup = compileFinal preprocessFileLineNumbers "scripts\server\battlegroup\spawn_battlegroup.sqf";
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// Game
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check_victory_conditions = compileFinal preprocessFileLineNumbers "scripts\server\game\check_victory_conditions.sqf";
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// Patrol
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manage_one_civilian_patrol = compileFinal preprocessFileLineNumbers "scripts\server\patrols\manage_one_civilian_patrol.sqf";
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manage_one_patrol = compileFinal preprocessFileLineNumbers "scripts\server\patrols\manage_one_patrol.sqf";
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reinforcements_manager = compileFinal preprocessFileLineNumbers "scripts\server\patrols\reinforcements_manager.sqf";
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send_paratroopers = compileFinal preprocessFileLineNumbers "scripts\server\patrols\send_paratroopers.sqf";
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// Secondary objectives
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fob_hunting = compileFinal preprocessFileLineNumbers "scripts\server\secondary\fob_hunting.sqf";
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convoy_hijack = compileFinal preprocessFileLineNumbers "scripts\server\secondary\convoy_hijack.sqf";
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search_and_rescue = compileFinal preprocessFileLineNumbers "scripts\server\secondary\search_and_rescue.sqf";
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// Sector
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attack_in_progress_fob = compileFinal preprocessFileLineNumbers "scripts\server\sector\attack_in_progress_fob.sqf";
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attack_in_progress_sector = compileFinal preprocessFileLineNumbers "scripts\server\sector\attack_in_progress_sector.sqf";
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ied_manager = compileFinal preprocessFileLineNumbers "scripts\server\sector\ied_manager.sqf";
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manage_one_sector = compileFinal preprocessFileLineNumbers "scripts\server\sector\manage_one_sector.sqf";
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wait_to_spawn_sector = compileFinal preprocessFileLineNumbers "scripts\server\sector\wait_to_spawn_sector.sqf";
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// Globals
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active_sectors = []; publicVariable "active_sectors";
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execVM "scripts\server\base\startgame.sqf";
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execVM "scripts\server\base\huron_manager.sqf";
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execVM "scripts\server\base\startvehicle_spawn.sqf";
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[] call KPLIB_fnc_createSuppModules;
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execVM "scripts\server\battlegroup\counter_battlegroup.sqf";
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execVM "scripts\server\battlegroup\random_battlegroups.sqf";
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execVM "scripts\server\battlegroup\readiness_increase.sqf";
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execVM "scripts\server\game\apply_default_permissions.sqf";
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execVM "scripts\server\game\cleanup_vehicles.sqf";
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if (!KP_liberation_fog_param) then {execVM "scripts\server\game\fucking_set_fog.sqf";};
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execVM "scripts\server\game\manage_time.sqf";
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execVM "scripts\server\game\manage_weather.sqf";
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execVM "scripts\server\game\playtime.sqf";
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execVM "scripts\server\game\save_manager.sqf";
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execVM "scripts\server\game\spawn_radio_towers.sqf";
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execVM "scripts\server\game\synchronise_vars.sqf";
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execVM "scripts\server\game\synchronise_eco.sqf";
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execVM "scripts\server\game\zeus_synchro.sqf";
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execVM "scripts\server\offloading\show_fps.sqf";
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execVM "scripts\server\patrols\civilian_patrols.sqf";
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execVM "scripts\server\patrols\manage_patrols.sqf";
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execVM "scripts\server\patrols\reinforcements_resetter.sqf";
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if (KP_liberation_ailogistics) then {execVM "scripts\server\resources\manage_logistics.sqf";};
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execVM "scripts\server\resources\manage_resources.sqf";
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execVM "scripts\server\resources\recalculate_resources.sqf";
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execVM "scripts\server\resources\recalculate_timer.sqf";
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execVM "scripts\server\resources\recalculate_timer_sector.sqf";
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execVM "scripts\server\resources\unit_cap.sqf";
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execVM "scripts\server\sector\lose_sectors.sqf";
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KPLIB_fsm_sectorMonitor = [] call KPLIB_fnc_sectorMonitor;
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if (KP_liberation_high_command) then {KPLIB_fsm_highcommand = [] call KPLIB_fnc_highcommand;};
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// Select FOB templates
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switch (KP_liberation_preset_opfor) do {
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case 1: {
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KPLIB_fob_templates = [
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"scripts\fob_templates\apex\template1.sqf",
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"scripts\fob_templates\apex\template2.sqf",
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"scripts\fob_templates\apex\template3.sqf",
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"scripts\fob_templates\apex\template4.sqf",
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"scripts\fob_templates\apex\template5.sqf"
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];
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};
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case 12: {
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KPLIB_fob_templates = [
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"scripts\fob_templates\unsung\template1.sqf",
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"scripts\fob_templates\unsung\template2.sqf",
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"scripts\fob_templates\unsung\template3.sqf",
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"scripts\fob_templates\unsung\template4.sqf",
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"scripts\fob_templates\unsung\template5.sqf"
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];
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};
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default {
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KPLIB_fob_templates = [
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"scripts\fob_templates\default\template1.sqf",
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"scripts\fob_templates\default\template2.sqf",
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"scripts\fob_templates\default\template3.sqf",
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"scripts\fob_templates\default\template4.sqf",
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"scripts\fob_templates\default\template5.sqf",
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"scripts\fob_templates\default\template6.sqf",
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"scripts\fob_templates\default\template7.sqf",
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"scripts\fob_templates\default\template8.sqf",
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"scripts\fob_templates\default\template9.sqf",
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"scripts\fob_templates\default\template10.sqf"
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];
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};
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};
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// Civil Reputation
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execVM "scripts\server\civrep\init_module.sqf";
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// Civil Informant
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execVM "scripts\server\civinformant\init_module.sqf";
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// Asymmetric Threats
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execVM "scripts\server\asymmetric\init_module.sqf";
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// Groupcheck for deletion when empty
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execVM "scripts\server\offloading\group_diag.sqf";
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{
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if ((_x != player) && (_x distance (markerPos GRLIB_respawn_marker) < 200 )) then {
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deleteVehicle _x;
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};
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} forEach allUnits;
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// Server Restart Script from K4s0
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if (KP_liberation_restart > 0) then {
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execVM "scripts\server\game\server_restart.sqf";
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};
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