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	<title>ArmAScript Examples</title>
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	<description>ArmA2/OA Scripts and Demos by kylania</description>
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		<title>LHD Anywhere via Function</title>
		<link>http://www.kylania.com/ex/?p=132</link>
		<comments>http://www.kylania.com/ex/?p=132#comments</comments>
		<pubDate>Sun, 26 Aug 2012 00:30:03 +0000</pubDate>
		<dc:creator>kylania</dc:creator>
				<category><![CDATA[Script Examples]]></category>

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		<description><![CDATA[Include an LHD anywhere, without addOns, with this simple trick!  Make sure you place the Functions Module on the map first.  Then place a Game Logic where you&#8217;d like your LHD and name it something like LHD1.  Then use this in your init.sqf: waituntil {!isnil "bis_fnc_init"}; LHD1 call BIS_EW_fnc_createLHD;]]></description>
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		<title>Mayhem and fire and smoke!</title>
		<link>http://www.kylania.com/ex/?p=131</link>
		<comments>http://www.kylania.com/ex/?p=131#comments</comments>
		<pubDate>Sun, 26 Aug 2012 00:05:15 +0000</pubDate>
		<dc:creator>kylania</dc:creator>
				<category><![CDATA[Script Examples]]></category>

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		<description><![CDATA[Some men just want to watch the world burn&#8230; To make something burn via BIS_Effects_Burn we&#8217;ll need this code in our init.sqf: BIS_Effects_Burn=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; Then to set something on fire we&#8217;ll use this command, either in a trigger or from it&#8217;s init or via a script: [object, intensity, time, lifecheck, fade] spawn BIS_Effects_Burn; Object: [...]]]></description>
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		<title>Eagle Wing Effects</title>
		<link>http://www.kylania.com/ex/?p=128</link>
		<comments>http://www.kylania.com/ex/?p=128#comments</comments>
		<pubDate>Sat, 25 Aug 2012 17:34:02 +0000</pubDate>
		<dc:creator>kylania</dc:creator>
				<category><![CDATA[Script Examples]]></category>

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		<description><![CDATA[&#160; yogdogz on the BIS forums extracted and posted the effects that Gaia had used in the Eagle Wing single player campaign.  It&#8217;s a very cool post apocolyptic feel with wind blowing ash and dust clouds all around you, closed in darker corners of the screen and a very desolate atmosphere. description.ext: #include "\ca\missions_EW\campaign\description_mission.hpp" init.sqf: [...]]]></description>
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		<title>On Demand Artillery Strike</title>
		<link>http://www.kylania.com/ex/?p=126</link>
		<comments>http://www.kylania.com/ex/?p=126#comments</comments>
		<pubDate>Sat, 25 Aug 2012 17:03:48 +0000</pubDate>
		<dc:creator>kylania</dc:creator>
				<category><![CDATA[Demo Missions]]></category>
		<category><![CDATA[Script Examples]]></category>

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		<description><![CDATA[This is from Riouken on the BIS forums: The Grad is artillery you need to create a fire mission and execute it.  There is also a demo mission of this available. // There is a arty logic ingame named arty1; _myBattery = arty1; // We need to make a arty fire mission template _heTemplate = [...]]]></description>
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		<title>Collecting Inventory Items</title>
		<link>http://www.kylania.com/ex/?p=124</link>
		<comments>http://www.kylania.com/ex/?p=124#comments</comments>
		<pubDate>Sat, 25 Aug 2012 17:00:27 +0000</pubDate>
		<dc:creator>kylania</dc:creator>
				<category><![CDATA[Script Examples]]></category>

		<guid isPermaLink="false">http://www.kylania.com/ex/?p=124</guid>
		<description><![CDATA[Here are the little evidence items that are available. All except PMC_documents are available in ArmA2 vanilla. PMC of course requires PMC. Item name &#8211; class name CDF dogtags &#8211; CDF_dogtags Cobalt File &#8211; Cobalt_File Evidence (Dog tags) &#8211; EvDogTags Evidence (File2) &#8211; EvKobalt Evidence (Map) &#8211; EvMap Evidence (Money) &#8211; EvMoney Evidence (File1) &#8211; [...]]]></description>
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