Event Timeline
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INS_intro_playTrack = { //Plays a random intro track: // 0 => title, 1 => start delay playMusic ""; private _track = selectRandom [ [["LeadTrack05_F", 1], 33], [["AmbientTrack01a_F", 32], 33], [["LeadTrack01_F_Bootcamp", 36], 32.9], [["Track06_CarnHeli", 1], 33], [["BackgroundTrack01a_F", 63], 33], [["BackgroundTrack01a_F", 27], 33], [["EventTrack02_F_EPA", 1.63], 34.3], [["EventTrack01_F_EPA", 1.63], 34.3], [["LeadTrack03_F_EPA",60.85], 33.678] ]; 0 fadeMusic 1; playMusic (_track # 0); uiSleep (_track # 1); playMusic ""; };
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INS_3d_Fallen = { _fallen = addMissionEventHandler ["Draw3D", { { if ((_x distance player) < 31 && {side player isEqualTo side _x} && {(lifeState _x isEqualTo "INCAPACITATED") || (_x getVariable ["ACE_isUnconscious", false])}) then { drawIcon3D["a3\ui_f\data\map\MapControl\hospital_ca.paa",[1,0,0,1],_x,0.5,0.5,0,format["%1 (%2m)", name _x, ceil (player distance _x)],0,0.02]; }; } foreach playableUnits; }]; };
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INS_AI_revive = { // Initialize =BTC= Quick Revive for all group members including AI by Jigsor. if (INS_p_rev in [4,5]) then { private _pA = []; private _aiA = []; _grp = group player; if (count bon_recruit_queue > 0) then { waitUntil {sleep 1; count bon_recruit_queue < 1}; }; {if (isPlayer _x) then {_pA pushBack _x;}else{_aiA pushBack _x;};} forEach (units _grp); if !(_pA isEqualTo []) then {["btc_qr_fnc_unit_init", _grp] call BIS_fnc_MP;}; {_x call btc_qr_fnc_unit_init;} forEach _aiA; }; };