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		<title>AAO25, the home of 25Assist for America's Army - New pages [en]</title>
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		<updated>2026-06-04T11:01:04Z</updated>
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	<entry>
		<id>http://aao25.com/wiki/index.php?title=AA2_Release_Dates</id>
		<title>AA2 Release Dates</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=AA2_Release_Dates"/>
				<updated>2025-04-20T21:39:57Z</updated>
		
		<summary type="html">&lt;p&gt;Teddy: Created page with &amp;quot;This pages attempts to compile a list of release dates for AA2.  This is just for reference more than anything else.  ==Release dates==  {| class=&amp;quot;wikitable&amp;quot; ! Version !! Rele...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This pages attempts to compile a list of release dates for AA2.&lt;br /&gt;
&lt;br /&gt;
This is just for reference more than anything else.&lt;br /&gt;
&lt;br /&gt;
==Release dates==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Version !! Release Date !! Key Changes !! AA News Post !! Source&lt;br /&gt;
|-&lt;br /&gt;
| 2.0 || November 6, 2003 || Initial Special Forces release, new training, weapons (M4 Carbine), and roles (Medic, Weapons Specialist). || [https://web.archive.org/web/20040206212648/http://www.americasarmy.com/intel/fullstory.php?i=1019] || Wikipedia, February 10, 2006[https://en.wikipedia.org/w/index.php?title=America%27s_Army&amp;amp;oldid=25554715]&lt;br /&gt;
|-&lt;br /&gt;
| 2.0a || December 21, 2003 || Add SF Sandstorm || [https://web.archive.org/web/20040402063149/http://www.americasarmy.com/intel/fullstory.php?i=1032] || Wikipedia, February 10, 2006[https://en.wikipedia.org/w/index.php?title=America%27s_Army&amp;amp;oldid=25554715]&lt;br /&gt;
|-&lt;br /&gt;
| 2.1 || June 1, 2004 || Minor bug fixes, balance adjustments. || [https://web.archive.org/web/20040603224135/http://www.americasarmy.com/intel/fullstory.php?i=1139] || Wikipedia, February 10, 2006[https://en.wikipedia.org/w/index.php?title=America%27s_Army&amp;amp;oldid=25554715]&lt;br /&gt;
|-&lt;br /&gt;
| 2.2.0 || October 19, 2004 || New maps (Pipeline, Mountain Pass), anti-cheat updates. || [https://web.archive.org/web/20041020055246/http://www.americasarmy.com/intel/fullstory.php?i=1221] || Wikipedia, February 10, 2006[https://en.wikipedia.org/w/index.php?title=America%27s_Army&amp;amp;oldid=25554715]&lt;br /&gt;
|-&lt;br /&gt;
| 2.2.1 || November 18, 2004 || Fixed '-1' server kick exploit || [https://web.archive.org/web/20041206230303/http://www.americasarmy.com/intel/fullstory.php?i=1249] || Wikipedia, February 10, 2006[https://en.wikipedia.org/w/index.php?title=America%27s_Army&amp;amp;oldid=25554715]&lt;br /&gt;
|-&lt;br /&gt;
| 2.3 || February 18, 2005 || UI improvements, server stability fixes. || [https://web.archive.org/web/20050220024644/http://www.americasarmy.com/intel/fullstory.php?i=1303] || Wikipedia, February 10, 2006[https://en.wikipedia.org/w/index.php?title=America%27s_Army&amp;amp;oldid=25554715]&lt;br /&gt;
|-&lt;br /&gt;
| 2.4 || May 16, 2005 || Added Bridge map, updated SF training. || [https://web.archive.org/web/20050526115457/http://www.americasarmy.com/intel/fullstory.php?i=1364] || Wikipedia, February 10, 2006[https://en.wikipedia.org/w/index.php?title=America%27s_Army&amp;amp;oldid=25554715]&lt;br /&gt;
|-&lt;br /&gt;
| 2.5 || October 13, 2005 || Major engine update (UE2.5), new missions (Stronghold). || [https://web.archive.org/web/20051227092851/http://www.americasarmy.com/intel/fullstory.php?i=1457] || Wikipedia, February 10, 2006[https://en.wikipedia.org/w/index.php?title=America%27s_Army&amp;amp;oldid=25554715]&lt;br /&gt;
|-&lt;br /&gt;
| 2.6 || February 9, 2006 || Optimized netcode, Linux/Mac support delayed. || [https://web.archive.org/web/20060219013539/http://www.americasarmy.com/intel/fullstory.php?i=1532] [https://web.archive.org/web/20060219013559/http://www.americasarmy.com/intel/fullstory.php?i=1531] || Wikipedia, February 10, 2006[https://en.wikipedia.org/w/index.php?title=America%27s_Army&amp;amp;oldid=25554715]&lt;br /&gt;
|-&lt;br /&gt;
| 2.7 || September 14, 2006 || Minor patches, no major features. || [https://web.archive.org/web/20061021061655/http://www.americasarmy.com/intel/fullstory.php?i=1618] || Wikipedia, May 21, 2008[https://en.wikipedia.org/w/index.php?title=America%27s_Army&amp;amp;oldid=213882217]&lt;br /&gt;
|-&lt;br /&gt;
| 2.8 || December 21, 2006 || Final major update before v3.0. || [https://web.archive.org/web/20070102085509/http://www.americasarmy.com/intel/article.php?t=242108] [https://web.archive.org/web/20070102085030/http://www.americasarmy.com/intel/article.php?t=242010] || Wikipedia, May 21, 2008[https://en.wikipedia.org/w/index.php?title=America%27s_Army&amp;amp;oldid=213882217]&lt;br /&gt;
|-&lt;br /&gt;
| 2.8.1 || March 22, 2007 || SF SMU GH Map Pack || [https://web.archive.org/web/20070402142746/http://www.americasarmy.com/intel/article.php?t=251880] [https://web.archive.org/web/20070328180700/http://www.americasarmy.com/intel/article.php?t=251686] || Wikipedia, May 21, 2008[https://en.wikipedia.org/w/index.php?title=America%27s_Army&amp;amp;oldid=213882217]&lt;br /&gt;
|-&lt;br /&gt;
| 2.8.2 || September 6, 2007 || Hospital SE, Rummage || [https://web.archive.org/web/20071011014439/http://americasarmy.com/intel/article.php?t=263866] [https://web.archive.org/web/20071013135111/http://americasarmy.com/intel/article.php?t=263767] || Wikipedia, May 21, 2008[https://en.wikipedia.org/w/index.php?title=America%27s_Army&amp;amp;oldid=213882217]&lt;br /&gt;
|-&lt;br /&gt;
| 2.8.3 || January 31, 2008 || Performance and installer size optimisations || [https://web.archive.org/web/20080204172520/http://www.americasarmy.com/intel/article.php?t=271951] || Wikipedia, May 21, 2008[https://en.wikipedia.org/w/index.php?title=America%27s_Army&amp;amp;oldid=213882217]&lt;br /&gt;
|-&lt;br /&gt;
| 2.8.3.1 || March 25, 2008 || Address minor issues with forceclass, usernanemes, ban system || [https://web.archive.org/web/20080328060700/http://www.americasarmy.com/intel/article.php?t=275804] || Wikipedia, May 21, 2008[https://en.wikipedia.org/w/index.php?title=America%27s_Army&amp;amp;oldid=213882217]&lt;br /&gt;
|-&lt;br /&gt;
| 2.8.4 || October 9, 2008 || Every Soldier a Sensor (ES2) training mission and a new multiplayer co-operative mission || [https://web.archive.org/web/20081013093257/http://www.americasarmy.com/intel/article.php?t=285360] [https://web.archive.org/web/20081013064429/http://www.americasarmy.com/intel/article.php?t=285007] [https://web.archive.org/web/20081009071500/http://www.americasarmy.com/intel/article.php?t=284797] || Wikipedia, October 23, 2008[https://en.wikipedia.org/w/index.php?title=America%27s_Army&amp;amp;oldid=247223494]&lt;br /&gt;
|-&lt;br /&gt;
| 2.8.5 || May 2, 2009 (?) || Last official patch before shutdown (2011). || Unreachable || Wikipedia, May 2, 2009[https://en.wikipedia.org/w/index.php?title=America%27s_Army&amp;amp;oldid=25554715]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=Console_commands_(AA_Manual)</id>
		<title>Console commands (AA Manual)</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=Console_commands_(AA_Manual)"/>
				<updated>2017-08-29T12:15:58Z</updated>
		
		<summary type="html">&lt;p&gt;Teddy: Created page with &amp;quot;This page is a blatant copy of [http://manual.americasarmy.com/index.php/What_console_commands_can_I_use_in_America's_Army%3F this wiki article]. As in the article above, the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a blatant copy of [http://manual.americasarmy.com/index.php/What_console_commands_can_I_use_in_America's_Army%3F this wiki article].&lt;br /&gt;
As in the article above, the credit to the authors is below the body of the article.&lt;br /&gt;
&lt;br /&gt;
=Useful Commands=&lt;br /&gt;
&lt;br /&gt;
     AGPHUD &amp;lt; 0 | 1 &amp;gt; - Hides/shows the HUD&lt;br /&gt;
     Exit - Exits to desktop&lt;br /&gt;
     Quit - Exits to desktop&lt;br /&gt;
     Relaunch - Exits to desktop&lt;br /&gt;
     Flush - Flushes all caches and relights (This does not fix server lag. This is only for your local system.)&lt;br /&gt;
     SetRES WxHxD - Sets the resolution and color depth. Ex: SetRes 800x600x32&lt;br /&gt;
     NetSpeed xxxx - Sets netspeed to different setting&lt;br /&gt;
     LANSpeed xxxx - Sets LANSpeed to different setting. Default is 20000, you should not change this.&lt;br /&gt;
     Open xx.xx.xx.xx - Join a server via IP&lt;br /&gt;
     Open xx.xx.xx.xx?Password=xxxxx - Join a password protected sever via IP, where xxxxx is the password.&lt;br /&gt;
     PlayerList - Will display all players in a server, as well as their player slot. This is useful to start a votekick on someone with weird characters in their name.&lt;br /&gt;
     ReasonList - Provides the 5 reasons for a votekick.&lt;br /&gt;
           These are the 5 reasons to initiate a Votekick:&lt;br /&gt;
           1 Player is idle&lt;br /&gt;
           2 Player is intentionally violating ROE&lt;br /&gt;
           3 Player has used foul language&lt;br /&gt;
           4 Player is spamming chat&lt;br /&gt;
           5 Player is camping&lt;br /&gt;
     VoteKick &amp;lt; Name | # &amp;gt; &amp;lt; reason # &amp;gt; - Starts a votekick on the specified player. You can either put in their exact player name or their player number. Ex: VoteKick Player 1 would start a votekick against &amp;quot;Player&amp;quot; for being idle.&lt;br /&gt;
     Reconnect - Reconnect to the server.&lt;br /&gt;
     Disconnect - Disconnect from the server.&lt;br /&gt;
     ToggleFullScreen - Toggle windowed/full-screen mode&lt;br /&gt;
     Suicide - Kills yourself.&lt;br /&gt;
     Shake &amp;lt;#&amp;gt; - Makes the screen shake for the number of seconds specified, where &amp;lt;#&amp;gt; is the number of seconds.&lt;br /&gt;
     SwitchTeam - Select to join the opposite team without having to bring down the F3 menu.&lt;br /&gt;
     SetSensitivity &amp;lt;#&amp;gt; - Sets mouse sensitivity to &amp;lt;#&amp;gt;&lt;br /&gt;
     SetSmoothingStrength &amp;lt;#&amp;gt; - Sets mouse smoothing strength to this number&lt;br /&gt;
     SetSmoothingMode &amp;lt; 0 | 1 &amp;gt; - Turns on or off the two smoothing variables. Not related to 'Reduce Mouse Lag'&lt;br /&gt;
     Keybinding &amp;lt;key&amp;gt; - Shows the keybind for that particular key.&lt;br /&gt;
     Stat FPS - Displays the frames per second&lt;br /&gt;
     Stat Net - Displays connection information&lt;br /&gt;
     SetConsoleWidth &amp;lt;#&amp;gt; - Set to 99 for longer messages in the console&amp;lt;/key&amp;gt;&lt;br /&gt;
==TrackIR==&lt;br /&gt;
&lt;br /&gt;
     Note: This feature is not yet supported or completed and is included for evaluation purposes only.&lt;br /&gt;
           TrackIRHelp - Displays TrackIR information and commands.&lt;br /&gt;
           TrackIRDisableViewTracking - disables Track IR (tm) view tracking&lt;br /&gt;
           TrackIREnableViewTracking - enables Track IR (tm) view tracking&lt;br /&gt;
           TrackIRSetKey &amp;lt;movement&amp;gt; &amp;lt;value&amp;gt; - sets movement activation level for bound actions&lt;br /&gt;
           TrackIRSetViewKey &amp;lt;key&amp;gt; - sets activation key for view tracking&amp;lt;/key&amp;gt;&amp;lt;/value&amp;gt;&amp;lt;/movement&amp;gt;&lt;br /&gt;
=System Diagnostics=&lt;br /&gt;
&lt;br /&gt;
     MEMStat - Shows Windows memory usage&lt;br /&gt;
     Stat All - Shows all stats&lt;br /&gt;
     Stat Audio - Shows audio stats&lt;br /&gt;
     Stat Game - Shows game stats&lt;br /&gt;
     Stat Hardware - Shows hardware stats&lt;br /&gt;
     Stat Render - Shows rendering stats&lt;br /&gt;
     Stat Karma - Shows Karma stats&lt;br /&gt;
     Stat None - Removes all stats from screen&lt;br /&gt;
     ConfigHash - Displays configuration info&lt;br /&gt;
     DumpCache - Dumps the memory cache contents (This does not fix server lag. This is only for your local system.)&lt;br /&gt;
     GetColorDepth - Displays the maximum color depth supported by your hardware&lt;br /&gt;
     GetCurrentColorDepth - Displays your current color depth&lt;br /&gt;
     GetCurrentRES - Displays your current screen resolution&lt;br /&gt;
     GetRES - Displays your current screen resolution and color depth&lt;br /&gt;
     GetCurrentTickRate - Displays your current tick rate&lt;br /&gt;
     GetMaxTickRate - Displays the maximum allowed tick rate&lt;br /&gt;
     Obj Classes - Displays a list of object classes&lt;br /&gt;
     Obj Garbage - Collects and purges objects no longer in use&lt;br /&gt;
     Obj Hash - Displays object hashing statistics&lt;br /&gt;
     Obj Linkers - Displays a list of active linkers&lt;br /&gt;
     Obj List - Displays a summary of memory usage&lt;br /&gt;
=Single Player Commands=&lt;br /&gt;
&lt;br /&gt;
     MPCheat BehindView &amp;lt; 1 | 0 &amp;gt; - 3rd person view on/off&lt;br /&gt;
     FreeCamera &amp;lt; 1 | 0 &amp;gt; - For 3rd person view, independently rotating view on/off.&lt;br /&gt;
     Fly - To fly&lt;br /&gt;
     Ghost - To fly through objects&lt;br /&gt;
     God - God mode&lt;br /&gt;
     Phil - God mode&lt;br /&gt;
     Entropy - God Mode&lt;br /&gt;
     FOV &amp;lt;#&amp;gt; - Changes field of view (90 is default)&lt;br /&gt;
     PlayersOnly - Toggles freezing effects (Ex: muzzle flash, grenades)&lt;br /&gt;
     Slomo &amp;lt;#&amp;gt; - To change time rate (1 is default)&lt;br /&gt;
     SetSpeed &amp;lt;#&amp;gt; - To change player speed (1 is default)&lt;br /&gt;
     SetJumpz &amp;lt;#&amp;gt; - To change player jump (325 is default)&lt;br /&gt;
     Walk - Returns you back to the ground. Counters fly/ghost&lt;br /&gt;
     DeathStalker - Toggle unlimited ammo on/off&lt;br /&gt;
     SetCameraDist(#) - Set camera distance&lt;br /&gt;
     CheatView &amp;lt;X&amp;gt; - See what actor X's view is&lt;br /&gt;
     Changesize &amp;lt;#&amp;gt; - Change players size (1 is default)&lt;br /&gt;
     ViewSelf - Target Camera on player&lt;br /&gt;
     WpnRecoil - Toggle recoil on/off&lt;br /&gt;
     Judas - Toggle perfect accuracy&lt;br /&gt;
     Teleport - Teleports your player to the place on the map you are looking. Doesn't go through the fog and don't look up high unless you have god mode enabled, or want to die.&lt;br /&gt;
     SwitchLevel &amp;lt;mapname&amp;gt; - Goes to the map specified&lt;br /&gt;
     FreezeFrame &amp;lt;#&amp;gt; -Freezes the frame after X amount of seconds&lt;br /&gt;
     LockCamera - Detaches the player from the camera. The camera sits where the player was last looking and the player is free to roam&lt;br /&gt;
     SetGravity &amp;lt;#&amp;gt; - positive # for antigravity, negative # for standard gravity. -1000 is default&lt;br /&gt;
     ViewBots - Views from the next summoned character&lt;br /&gt;
     ViewClass &amp;lt;class&amp;gt; - Goes to the specified class of character&lt;br /&gt;
     KillPawns - Removes all practice dummies&amp;lt;/class&amp;gt;&amp;lt;/mapname&amp;gt;&amp;lt;/X&amp;gt;&lt;br /&gt;
=Weapons &amp;amp; MPCheats=&lt;br /&gt;
&lt;br /&gt;
These only work in servers that have cheats enabled or while offline. These servers will show (Cheats) in the top right corner next to version number. Command: MPCheat Class &amp;lt;X&amp;gt; or MPCheat ChangeClass &amp;lt;X&amp;gt; or MPCheat SilentClass &amp;lt;X&amp;gt; (does not transmit to other players) where &amp;lt;X&amp;gt; is one of the following classes:&amp;lt;/X&amp;gt;&amp;lt;/X&amp;gt;&amp;lt;/X&amp;gt;&amp;lt;/X&amp;gt;&lt;br /&gt;
Note: Detailed information on each weapon can be found at the America's Army Game Manual Wiki.&lt;br /&gt;
US Weapons:&lt;br /&gt;
     R - M16A2 Assault Rifle&lt;br /&gt;
     G - M16A2 / M203 Grenade Launcher&lt;br /&gt;
     AR - M249 Squad Automatic Weapon (SAW)&lt;br /&gt;
     M - M4A1 Carbine&lt;br /&gt;
     M4M - M4 SOPMOD&lt;br /&gt;
     M4A1Auto - Ranger M4A1&lt;br /&gt;
     MA - Ranger M4A1&lt;br /&gt;
     SF - M4 SOPMOD&lt;br /&gt;
     D - M4 SOPMOD with AGP-DB14 Door Breaching Charge.&lt;br /&gt;
     S24 - M24 SWS&lt;br /&gt;
     S - M82A1 SAMR&lt;br /&gt;
     S82 - M82A1 SAMR&lt;br /&gt;
     SPR - MK 12 MOD 0 Special Purpose Rifle (SPR)&lt;br /&gt;
     M9 - M9 Beretta Pistol&lt;br /&gt;
     AT4 - M136 AT4 Light Anti-Tank Weapon&lt;br /&gt;
     J - Javelin Anti-tank Missile&lt;br /&gt;
     BDM - M141 Bunker Defeat Munition (BDM)&lt;br /&gt;
Foreign Weapons:&lt;br /&gt;
     AK - AK-47 Assault Rifle&lt;br /&gt;
     GP - AK-47 / GP30 Grenade Launcher&lt;br /&gt;
     AK74SU - AKS-74U&lt;br /&gt;
     RPK - RPK&lt;br /&gt;
     SVD - Dragunov SVD&lt;br /&gt;
     MOS - Mosin-Nagant&lt;br /&gt;
     V - VSS Vintorez&lt;br /&gt;
     RPG - RPG-7&lt;br /&gt;
     RPG9 - PG-7VR Tandem Warhead RPG&lt;br /&gt;
Other Classes:&lt;br /&gt;
     SL - Squad Leader&lt;br /&gt;
     FT - Fireteam Leader&lt;br /&gt;
     RCT - Recruit (no weapons)&lt;br /&gt;
     PSO - PSO&lt;br /&gt;
MPCheats:&lt;br /&gt;
     MPCheat Binoc 1 - Get regular binoculars&lt;br /&gt;
     MPCheat Binoc 2 - Get Radio Tower binoculars&lt;br /&gt;
     MPCheat Binoc 3 - Get Special Forces binoculars.&lt;br /&gt;
     MPCheat Binoc 4 - Get Newtonian binoculars.&lt;br /&gt;
     MPCheat FreeCamera &amp;lt; 1 | 0 &amp;gt; - 3rd person view, independently rotating camera on/off&lt;br /&gt;
     MPCheat BehindView &amp;lt; 1 | 0 &amp;gt; - 3rd person view, dependently rotating camera on/off&lt;br /&gt;
     MPCheat God - Enable God mode&lt;br /&gt;
     MPCheat Ghost - Enable ghost mode&lt;br /&gt;
     MPCheat NVG - Get night vision goggles&lt;br /&gt;
     MPCheat Walk - Puts you back on the ground, counters fly/ghost&lt;br /&gt;
     MPCheat Medic - Get medic patches&lt;br /&gt;
     MPCheat Medic &amp;lt;#&amp;gt; - To get the specified number of medic patches (max is 255)&lt;br /&gt;
     MPCheat ParamsAmmo &amp;lt; 1 | 0 &amp;gt; - Unlimited ammo on/off&lt;br /&gt;
     MPCheat FOV &amp;lt;#&amp;gt; - Change field of view (90 is default)&lt;br /&gt;
     MPCheat Slomo &amp;lt;#&amp;gt; - Change the speed of the game (1 is default)&lt;br /&gt;
=Open Maps Offline=&lt;br /&gt;
&lt;br /&gt;
Command: Open &amp;lt;mapname&amp;gt; where &amp;lt;mapname&amp;gt; is one of the maps listed below:&amp;lt;/mapname&amp;gt;&amp;lt;/mapname&amp;gt;&lt;br /&gt;
Infantry Missions&lt;br /&gt;
     Border - Border&lt;br /&gt;
     Bridge - Bridge Crossing&lt;br /&gt;
     Bridge_SE - Bridge Crossing Second Edition&lt;br /&gt;
     Tunnel - Collapsed Tunnel&lt;br /&gt;
     HQ_Raid - Headquarters Raid&lt;br /&gt;
     Insurgent_Camp - Insurgent Camp (Note: You must download this map via DCDS)&lt;br /&gt;
     Mountain_Pass - Mountain Pass&lt;br /&gt;
     Mountain_Pass_se - Mountain Pass Second Edition&lt;br /&gt;
     Mout_Mckenna - MOUT McKenna&lt;br /&gt;
     Pipeline - Pipeline&lt;br /&gt;
     River_Basin - River Basin&lt;br /&gt;
     Urban_Assault - Urban Assault&lt;br /&gt;
Airborne Missions:&lt;br /&gt;
     FLS - FLS Assault&lt;br /&gt;
     JRTC_Farm - JRTC FARP Raid&lt;br /&gt;
Ranger Missions:&lt;br /&gt;
     Mountain_Ambush - Mountain Ambush&lt;br /&gt;
     Swamp_Raid - Swamp Raid&lt;br /&gt;
     Radio_Tower - Radio Tower&lt;br /&gt;
     Weapons_Cache -Weapons Cache&lt;br /&gt;
     Weapons_Cache_SE - Weapons Cache SE&lt;br /&gt;
     Woodland_Outpost - Woodland Outpost&lt;br /&gt;
     Dusk - Dusk&lt;br /&gt;
     Interdiction - Interdiction (Co-op Map)&lt;br /&gt;
     Steamroller - Steamroller (Note: You must download this map via DCDS)&lt;br /&gt;
Special Forces:&lt;br /&gt;
     Pipeline_SF - Special Forces Pipeline&lt;br /&gt;
     SFArctic - Special Forces Arctic&lt;br /&gt;
     SFBlizzard - Special Forces Blizzard&lt;br /&gt;
     SFCourtyard - Special Forces Courtyard&lt;br /&gt;
     SFCsar - Special Forces Combat Search and Rescue&lt;br /&gt;
     SFDockside - Special Forces Dockside (Note: You must download this map via DCDS)&lt;br /&gt;
     SFExtraction - Special Forces Extraction&lt;br /&gt;
     SFHospital - Special Forces Hospital&lt;br /&gt;
     SFPCR - Special Forces PCR (Precious Cargo Recovery)&lt;br /&gt;
     SFRecon - Special Forces Recon&lt;br /&gt;
     SFSandstorm - Special Forces Sandstorm&lt;br /&gt;
     SFVillage - Special Forces Village&lt;br /&gt;
     SFOasis - Special Forces Oasis&lt;br /&gt;
     SFTaiga - Special Forces Taiga&lt;br /&gt;
     SFWaterTreatment - Special Forces Water Treatment&lt;br /&gt;
     SFSnakeplain - Special Forces Snakeplain (Co-op Map)&lt;br /&gt;
Official User Created Missions:&lt;br /&gt;
     SMU_GH_RiverVillage - River Village&lt;br /&gt;
     SMU_GH_SFFloodgate - Special Forces Floodgate&lt;br /&gt;
     SMU_GH_SFOldTown - Special Forces Old Town&lt;br /&gt;
     SMU_GH_SFRefinery - Special Forces Refinery&lt;br /&gt;
Training Maps&lt;br /&gt;
     BRM_Range&lt;br /&gt;
     Camp_Mackall&lt;br /&gt;
     Entry&lt;br /&gt;
     Eagle_Tower&lt;br /&gt;
     EandE&lt;br /&gt;
     JavelinTraining&lt;br /&gt;
     Jump_Tower&lt;br /&gt;
     Leavenworth (Note: There are lots of Easter Eggs in the other cells)&lt;br /&gt;
     Live_Jump&lt;br /&gt;
     M24_Range&lt;br /&gt;
     M82_Range&lt;br /&gt;
     Medic_Training1&lt;br /&gt;
     Medic_Training2&lt;br /&gt;
     Medic_Training3&lt;br /&gt;
     Medic_Field&lt;br /&gt;
     Recruiting_Station&lt;br /&gt;
     Rifle_Range&lt;br /&gt;
     ShootHouse&lt;br /&gt;
     Tactical_Training&lt;br /&gt;
     Vehicle_Training_Driver&lt;br /&gt;
     Vehicle_Training_Gunner&lt;br /&gt;
     Weapons_Fam&lt;br /&gt;
User Created Maps:&lt;br /&gt;
     In order to play user created maps, first you must place the .aao map file in your Maps folder. By default, it is located at: C:\Program Files\America's Army\Maps&lt;br /&gt;
     Once the .aao map file is in the maps folder, write down the exact file name. This is what you will use as the &amp;lt;mapname&amp;gt; as shown above. If the file name is CustomMap1.aao, I would use the command Open CustomMap1.aao&amp;lt;/mapname&amp;gt;&lt;br /&gt;
=Summon Characters=&lt;br /&gt;
&lt;br /&gt;
Note: You can only summon characters on multiplayer maps in single player mode. You can not spawn them in training maps.&lt;br /&gt;
     SummonNPCSoldier - Summons a frozen soldier in front of you.&lt;br /&gt;
     KillPawns - Removes all dead and living soldiers.&lt;br /&gt;
     Controlling Summoned Characters:&lt;br /&gt;
     After summoning one (or more) characters, type Avatar AGP_Characters.NPC_Soldier. Once you hit enter you will go to the other body. You can see your other body standing there. Use FreeCamera &amp;lt; 1 | 0 &amp;gt; and BehindView &amp;lt; 1 | 0 &amp;gt; to see a good view of your body. If you have more then one pawn use Avatar AGP_Characters.NPC_Soldier again and it will switch you between them. To get back to your original body use the Avatar AGP_Characters.AGP_character (as long as he isn't dead).&lt;br /&gt;
=Binding Keys=&lt;br /&gt;
&lt;br /&gt;
===Binding Keys with User.ini===&lt;br /&gt;
     Note: The following topic requires editing of the User.ini file. The default location for this file is: C:\Program Files\America's Army\System\User.ini.&lt;br /&gt;
     Important: First copy and paste the User.ini file to your desktop or another location to have a back up in case you make any changes you don't want. You can set the commands for each key to almost anything you want, but some commands cannot be used together (Ex: Fire and any other command).&lt;br /&gt;
           The key you are binding is shown first. The command is written after the equals sign. Here are a few examples:&lt;br /&gt;
           7=SummonNPCSoldier&lt;br /&gt;
           When 7 is pressed, an NPCSoldier will spawn.&lt;br /&gt;
           2=Grenade Frag | TeamSay Throwing A Grenade! Take Cover!&lt;br /&gt;
           When 2 is pressed, you will take out a frag grenade, and say to your team &amp;quot;Throwing A Grenade! Take Cover!&amp;quot;&lt;br /&gt;
===Binding Keys In-Game===&lt;br /&gt;
           Hit ~ to bring down console.&lt;br /&gt;
           bind &amp;lt;key&amp;gt; &amp;lt;command&amp;gt;&amp;lt;/command&amp;gt;&amp;lt;/key&amp;gt;&lt;br /&gt;
           Example:&lt;br /&gt;
           bind X Say Good Job&lt;br /&gt;
           Your X key is now bound (in the User.ini file) to Say Good Job. You can, of course, rebind it to something else at any time. It will replace the old bind you had there if any.&lt;br /&gt;
===Binding Many Keys With a Text File===&lt;br /&gt;
           Eventually, you may find that you have more bindings then keys, especially if you make map-specific binds. In order to get around this problem, you can load binds with a text file. In your user.ini file you would have:&lt;br /&gt;
           &amp;lt;key&amp;gt;=exec FILENAME.txt&amp;lt;/key&amp;gt;&lt;br /&gt;
           Within FILENAME.txt would look like the following:&lt;br /&gt;
                 bind &amp;lt;key&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
                 bind &amp;lt;key&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
                 bind &amp;lt;key&amp;gt; &amp;lt;command&amp;gt;&amp;lt;/command&amp;gt;&amp;lt;/key&amp;gt;&amp;lt;/command&amp;gt;&amp;lt;/key&amp;gt;&amp;lt;/command&amp;gt;&amp;lt;/key&amp;gt;&lt;br /&gt;
           User.ini Example:&lt;br /&gt;
                 W=&lt;br /&gt;
                 X=exec FILENAME.txt&lt;br /&gt;
                 Y=&lt;br /&gt;
           Within FILENAME.txt would look like the following:&lt;br /&gt;
                 bind Y Say Hello world&lt;br /&gt;
                 bind Z Say Hi there&lt;br /&gt;
           When you load the game, hitting Y will do nothing. But if you hit your X key, it will bind Y to say Hello World. Using multiple .txt files, you can swap large numbers of binds in and out of your User.ini file.&lt;br /&gt;
           Note: You can modify your User.ini file directly to create individual binds, without the file swapping method described above. Open it up in a text editor, such as Notepad, find the keys you want to change, modify them how you want. Then save the file and open America's Army.&lt;br /&gt;
           Note: When importing binds from a text file the &amp;quot;|&amp;quot;, which allows you to put multiple commands on a single bind, does not work properly. Many people avoid this limitation by taking advantage of aliases. Make sure you do not use an .ini file for the text files, as they will not work. It has to be a .txt file.&lt;br /&gt;
=Binding Commo Messages &amp;amp; Actions=&lt;br /&gt;
&lt;br /&gt;
===Proper Format===&lt;br /&gt;
     &amp;lt;key&amp;gt;=Commo&amp;lt;list&amp;gt; | CommoSendMessage &amp;lt;X&amp;gt; where &amp;lt;list&amp;gt; is radio, shout, whisper, squad, or hand and &amp;lt;X&amp;gt; is 1 through 32&lt;br /&gt;
     Note: The | character is used to separate commands. This makes it possible for one key to execute multiple commands at the same time.&amp;lt;/X&amp;gt;&amp;lt;/list&amp;gt;&amp;lt;/X&amp;gt;&amp;lt;/list&amp;gt;&amp;lt;/key&amp;gt;&lt;br /&gt;
     Example:&lt;br /&gt;
     K=CommoHand | CommoSendMessage 6&lt;br /&gt;
     Now for your own:&lt;br /&gt;
     &amp;lt;key&amp;gt;=CommoHand | CommoSendMessage 1&lt;br /&gt;
     Problem with the above bind is that it leaves the commo mode in CommoHand.&amp;lt;/key&amp;gt;&lt;br /&gt;
     Fix:&lt;br /&gt;
     &amp;lt;key&amp;gt;=CommoHand | CommoSendMessage 1 | CommoRadio&lt;br /&gt;
     With this there is a problem as well. Now it leaves the Radio menu open and you have to hit a key to close it.&amp;lt;/key&amp;gt;&lt;br /&gt;
     Proper fix:&lt;br /&gt;
     &amp;lt;key&amp;gt;=CommoHand | CommoSendMessage 1 | CommoRadio | CommoSendMessage 99&lt;br /&gt;
     This works correctly by sending a fake CommoSendMessage to CommoRadio.&amp;lt;/key&amp;gt;&lt;br /&gt;
===Commo List [a8b]===&lt;br /&gt;
     Each of CommoWhisper, CommoShout, CommoRadio, and CommoGlobal has an associated chat mode. You can bind these to keys using:&lt;br /&gt;
           &amp;lt;key&amp;gt;=CommoWhisper | Talk&lt;br /&gt;
           &amp;lt;key&amp;gt;=CommoShout | Talk&lt;br /&gt;
           &amp;lt;key&amp;gt;=CommoRadio | Talk&lt;br /&gt;
           &amp;lt;key&amp;gt;=CommoGlobal | Talk&amp;lt;/key&amp;gt;&amp;lt;/key&amp;gt;&amp;lt;/key&amp;gt;&amp;lt;/key&amp;gt;&lt;br /&gt;
     For use with CommoSendMessage &amp;lt;#&amp;gt; where &amp;lt;#&amp;gt; is a number listed below:&lt;br /&gt;
     Hand signals&lt;br /&gt;
           &amp;lt;key&amp;gt;=CommoHand&lt;br /&gt;
           1 - Move out&lt;br /&gt;
           2 - Stop&lt;br /&gt;
           3 - Get down&lt;br /&gt;
           4 - Look this way&lt;br /&gt;
           5 - Ready&lt;br /&gt;
           6 - Double time&lt;br /&gt;
           8 - Affirm&lt;br /&gt;
           9 - Negative&amp;lt;/key&amp;gt;&lt;br /&gt;
     Squad Commands&lt;br /&gt;
     Note: These ONLY work when you are the squad leader.&lt;br /&gt;
           &amp;lt;key&amp;gt;=CommoSquad&lt;br /&gt;
           1 - Squad, form up!&lt;br /&gt;
           2 - Squad, spread out!&lt;br /&gt;
           3 - Fall back! Fall back!&lt;br /&gt;
           4 - Squad, Open fire&lt;br /&gt;
           5 - Squad, Cease fire&lt;br /&gt;
           6 - Squad, Hold this position&lt;br /&gt;
           7 - Squad, Report in&lt;br /&gt;
           8 - Squad, Silence! Silence!&lt;br /&gt;
           9 - Squad, Operate as a unit&lt;br /&gt;
           10 - There's no I in team&lt;br /&gt;
           11 - That may be your way, but it's not the army way&lt;br /&gt;
           12 - What are you doing solider?&lt;br /&gt;
           13 - Hit the dirt!&lt;br /&gt;
           14 - Stay down&lt;br /&gt;
           15 - Grandma was slow but she was old&lt;br /&gt;
           16 - That don't make no sense at all&lt;br /&gt;
           17 - Good job soldier!&lt;br /&gt;
           18 - Great job team!&amp;lt;/key&amp;gt;&lt;br /&gt;
     Whisper/Shout/Radio&lt;br /&gt;
           &amp;lt;key&amp;gt;=CommoWhisper&lt;br /&gt;
           &amp;lt;key&amp;gt;=CommoShout&lt;br /&gt;
           &amp;lt;key&amp;gt;=CommoRadio&lt;br /&gt;
           1 - Move out&lt;br /&gt;
           2 - Stop&lt;br /&gt;
           3 - Cover me&lt;br /&gt;
           4 - Enemy spotted&lt;br /&gt;
           5 - Take cover&lt;br /&gt;
           6 - Enemy down&lt;br /&gt;
           7 - Area secure&lt;br /&gt;
           8 - Roger&lt;br /&gt;
           9 - Negative&lt;br /&gt;
           10 - Up&lt;br /&gt;
           11 - Down&lt;br /&gt;
           12 - Left&lt;br /&gt;
           13 - Right&lt;br /&gt;
           14 - North&lt;br /&gt;
           15 - South&lt;br /&gt;
           16 - East&lt;br /&gt;
           17 - West&lt;br /&gt;
           18 - Hooah&lt;br /&gt;
           19 - Sniper&lt;br /&gt;
           20 - Frag'em&lt;br /&gt;
           21 - Smoke'em&lt;br /&gt;
           22 - Flash'em&lt;br /&gt;
           23 - Grenade&lt;br /&gt;
           24 - Ready&lt;br /&gt;
           25 - I'm hit&lt;br /&gt;
           26 - Get the door&lt;br /&gt;
           27 - Check your flanks&lt;br /&gt;
           28 - Psst - Whisper; Frag Out - Shout; Silent Beep - Radio&lt;br /&gt;
           31 - Stop so I can Treat You&lt;br /&gt;
           32 - Medic! [Position]&amp;lt;/key&amp;gt;&amp;lt;/key&amp;gt;&amp;lt;/key&amp;gt;&lt;br /&gt;
===Actions===&lt;br /&gt;
     Some of the following actions can be used with each other, or with Comm messages.&lt;br /&gt;
     Example:&lt;br /&gt;
     M=CallMedic | ReportIn&lt;br /&gt;
     When &amp;quot;M&amp;quot; is pressed, you will shout for a medic and report in your position.&lt;br /&gt;
     K=Teamsay Smoking! Get ready to move! | GrenadeSmoke&lt;br /&gt;
     When &amp;quot;K&amp;quot; is pressed, you will tell your team &amp;quot;Smoking! Get ready to move!&amp;quot; and also take out a smoke grenade.&lt;br /&gt;
           Action - Open doors, take objectives, etc&lt;br /&gt;
           AGPMainMenu - AA main menu&lt;br /&gt;
           AltFire - Alternate fire mode&lt;br /&gt;
           Binoculars - Select binoculars if you have them in your inventory&lt;br /&gt;
           Brightness - Changes screen brightness&lt;br /&gt;
           CallMedic - Player yells &amp;quot;Medic&amp;quot; if injured&lt;br /&gt;
           CommoCycle - Cycles through commos&lt;br /&gt;
           CommoGlobal - Global (seen by all players if alive (only seen by dead players if you are dead))&lt;br /&gt;
           CommoHand - Hand signal commos&lt;br /&gt;
           CommoMenuToggle - Will probably cycle through commos next version (currently does nothing)&lt;br /&gt;
           CommoRadio - Radio commos&lt;br /&gt;
           CommoShout - Shout commos (heard by all within range)&lt;br /&gt;
           CommoSquad - Squad commos&lt;br /&gt;
           CommoWhisper - Whisper commos (heard by all within range)&lt;br /&gt;
           Console - Pull up the console&lt;br /&gt;
           Contrast - Changes monitor contrast&lt;br /&gt;
           Crawl - Same functionality as Crouch&lt;br /&gt;
           Crawling - Prone/Standing toggle&lt;br /&gt;
           Crosshair - Change crosshair&lt;br /&gt;
           Crouch - When pressed it will only go to crouched, repressing while crouched causes no stance change. Unlike the Crouching command, which when double pressed, will cause you to stand.&lt;br /&gt;
           Crouching - Crouch/Standing toggle&lt;br /&gt;
           DecreaseRange - Decreases the range on weapons with adjustable sights&lt;br /&gt;
           DemolitionItem - Select a door breacher if have one in your inventory&lt;br /&gt;
           FastMove - Toggle run/walk&lt;br /&gt;
           Fire - Fire Weapon&lt;br /&gt;
           FixJam - Fix jammed weapon&lt;br /&gt;
           Flush - Flushes graphics, useful for low end systems&lt;br /&gt;
           ForceReload - 'Forces' a reload.&lt;br /&gt;
           FreeLook - Free look&lt;br /&gt;
           Gamma - Changes monitor gamma&lt;br /&gt;
           GrenadeIncendiary - Select an incendiary grenade if you one them in your inventory&lt;br /&gt;
           GrenadeFlash - Select a flash grenade if you have one in your inventory&lt;br /&gt;
           GrenadeFrag - Select a fragmentation grenade if you have one in your inventory&lt;br /&gt;
           GrenadeSmoke - Select a smoke grenade if you have one in your inventory&lt;br /&gt;
           IncreaseRange - Increases the range on weapons with adjustable sights&lt;br /&gt;
           Jump - Jump&lt;br /&gt;
           LeanLeft - Lean/roll left&lt;br /&gt;
           LeanRight - Lean/roll right&lt;br /&gt;
           LeftRail - Activate mod on the left rail&lt;br /&gt;
           LookDown - Moves aimpoint down&lt;br /&gt;
           LookUp - Moves aimpoint up&lt;br /&gt;
           MoveBackward - Move backwards&lt;br /&gt;
           MoveForward - Move forwards&lt;br /&gt;
           NV - Night vision goggles&lt;br /&gt;
           Pause - Pauses single player game&lt;br /&gt;
           PlayerList - Shows list of players&lt;br /&gt;
           Quit - Exit America's Army&lt;br /&gt;
           Reload - Reload weapon&lt;br /&gt;
           ReportIn - Reports in your current location to team&lt;br /&gt;
           Resolution - Change screen resolution&lt;br /&gt;
           Reasonlist - Shows reasons for kicking a player&lt;br /&gt;
           RightRail - Activate mod on the right rail&lt;br /&gt;
           Say - Prompts for text message&lt;br /&gt;
           SelectClass - Shows the weapons selection screen&lt;br /&gt;
           SelectTeam - Shows the team selection screen&lt;br /&gt;
           SetIndex 0 - Changes M4 Mod set to number 1&lt;br /&gt;
           SetIndex 1 - Changes M4 Mod set to number 2&lt;br /&gt;
           SetIndex 2 - Changes M4 Mod set to number 3&lt;br /&gt;
           SetIndex 3 - Changes M4 Mod set to number 4&lt;br /&gt;
           SetIndex 4 - Changes M4 Mod set to number 5&lt;br /&gt;
           SetSquadTarget - Sets squad objective&lt;br /&gt;
           Shot - Takes a Screenshot (saved as *.bmp in America's Army/ScreenShots directory)&lt;br /&gt;
           ShowObjectives - Shows mission objectives&lt;br /&gt;
           ShowScores - Shows scores and most teammates/opponents&lt;br /&gt;
           Sprint - Makes you start sprinting if you are moving already&lt;br /&gt;
           Stand - Same functionality as Crouch&lt;br /&gt;
           Strafe - Set strafe mode on/off&lt;br /&gt;
           StrafeLeft - Strafe left&lt;br /&gt;
           StrafeRight - Strafe right&lt;br /&gt;
           Suicide - Kill yourself&lt;br /&gt;
           SupportedFire - Switch to supported fire/grenade mode (M249, M24, M82, M203, GP30, M4M with bipod, RPK only)&lt;br /&gt;
           Suppressor - Puts the suppressor on the modified M4A1&lt;br /&gt;
           SwapHands - Shoulder/unshoulder weapon&lt;br /&gt;
           Talk - Prompts for text message&lt;br /&gt;
           TeamSay - Prompts for text message that only your team sees&lt;br /&gt;
           TeamTalk - Prompts for text message that only your team sees&lt;br /&gt;
           ThrowWeapon - Drops weapon to ground&lt;br /&gt;
           TurnLeft - Turns aimpoint left&lt;br /&gt;
           TurnRight - Turns aimpoint right&lt;br /&gt;
           Turn180 - Turns character 180 degrees around&lt;br /&gt;
           UseJoyStick - Enable JoySticks&lt;br /&gt;
           Votekick - Initiate/add a vote to a votekick&lt;br /&gt;
           ZeroRange - Zeros the range on weapons with adjustable sights&lt;br /&gt;
           Zoom - Brings up sights/scope&lt;br /&gt;
=Demo Recording=&lt;br /&gt;
&lt;br /&gt;
Note: Demos record chat going on in the server, your weapon, and your HUD.&lt;br /&gt;
     DemoRec &amp;lt;filename&amp;gt; - Records the demo&lt;br /&gt;
     DemoPlay &amp;lt;filename&amp;gt; - Plays back the demo file&lt;br /&gt;
     StopDemo - Stops the recording&amp;lt;/filename&amp;gt;&amp;lt;/filename&amp;gt;&lt;br /&gt;
=Weapon Mods=&lt;br /&gt;
&lt;br /&gt;
Note: The following topics require editing of the WeaponMods.ini file. The default location for this file is: C:\Program Files\America's Army\System\WeaponMods.ini.&lt;br /&gt;
===M4A1 Weapon Mods===&lt;br /&gt;
     First you need to go to the Record Brief tab on the America's Army main menu. Then click the M4A1 Mods tab at the top. You can have up to 5 sets of mods. Only the available mods are shown. If you feel like editing the WeaponMods.ini file, you can use the information below. Make sure there are no extra spaces at the ends of the lines after pasting the text. There may be one extra space on each line at the end after pasting that you need to delete.&lt;br /&gt;
           Mods Available:&lt;br /&gt;
           Slot_0&lt;br /&gt;
           AGP_Inventory.WeaponMod_Acog4x&lt;br /&gt;
           AGP_Inventory.WeaponMod_M68_AimPoint&lt;br /&gt;
           AGP_Inventory.WeaponMod_Ironsight&lt;br /&gt;
           AGP_Inventory.WeaponMod_HeatShield&lt;br /&gt;
           Slot_1&lt;br /&gt;
           AGP_Inventory.WeaponMod_Reflex&lt;br /&gt;
           AGP_Inventory.WeaponMod_HeatShield&lt;br /&gt;
           Slot_2&lt;br /&gt;
           AGP_Inventory.WeaponMod_HeatShield&lt;br /&gt;
           Slot_3&lt;br /&gt;
           AGP_Inventory.WeaponMod_HeatShield&lt;br /&gt;
           Slot_4&lt;br /&gt;
           AGP_Inventory.WeaponMod_Flare_Gren&lt;br /&gt;
           AGP_Inventory.WeaponMod_M203_Gren&lt;br /&gt;
           AGP_Inventory.WeaponMod_Harris_Bipod&lt;br /&gt;
           AGP_Inventory.WeaponMod_HeatShield&lt;br /&gt;
           Slot_5&lt;br /&gt;
           AGP_Inventory.WeaponMod_Virtual_Cone_Suppressor&lt;br /&gt;
           AGP_Inventory.WeaponMod_M4qd_Suppressor&lt;br /&gt;
           It works like Slot_&amp;lt;SLOT&amp;gt;_(&amp;lt;INDEX&amp;gt;)=&amp;lt;MOD&amp;gt; where &amp;lt;SLOT&amp;gt; is the mod slot, &amp;lt;INDEX&amp;gt; is the index of the set of mods and &amp;lt;MOD&amp;gt; is one of the listed mods. Mods only work on some slots, like the M203 and the Harris Bipod work on slot 4 and no others. To change from one index of the gun to another use SetIndex &amp;lt;X&amp;gt; where &amp;lt;X&amp;gt; is an index to use that set of mods, then use MPCheat Class M4M to get the modified M4 with the new index settings put on it.&amp;lt;/X&amp;gt;&amp;lt;/X&amp;gt;&amp;lt;/MOD&amp;gt;&amp;lt;/INDEX&amp;gt;&amp;lt;/SLOT&amp;gt;&amp;lt;/MOD&amp;gt;&amp;lt;/INDEX&amp;gt;&amp;lt;/SLOT&amp;gt;&lt;br /&gt;
           Slot_0=Top Rail&lt;br /&gt;
           Slot_1=Front Rail&lt;br /&gt;
           Slot_2=Left Rail&lt;br /&gt;
           Slot_3=Right Rail&lt;br /&gt;
           Slot_4=Bottom Rail&lt;br /&gt;
           Slot_5=Barrel&lt;br /&gt;
===Changing the Weapon Mod Set Names===&lt;br /&gt;
           There will be info in between the IndexName(#)=SetName for the mods on each set. Some will be bunched together if there are more than one set with the same mods. You just need to rename the parts where it says Set #. You can put this in your WeaponMods.ini file.&lt;br /&gt;
           [AGP_Inventory.Weapon_M4A1_Rifle_Mod]&lt;br /&gt;
           CurrentIndex=0&lt;br /&gt;
           IndexName(0)=Basic&lt;br /&gt;
           IndexName(1)=Sniper&lt;br /&gt;
           IndexName(2)=Grenades&lt;br /&gt;
           IndexName(3)=Flares&lt;br /&gt;
           IndexName(4)=All Rounder&lt;br /&gt;
           This will change the names of the selections on the Weapon Mods menu in game to Basic, Sniper, Grenades, Flares and All Rounder, or you can change them to whatever you want.&lt;br /&gt;
===AK74-SU Weapon Mods===&lt;br /&gt;
           You can open up the WeaponMods.ini file and change the CurrentWeapon line for this.&lt;br /&gt;
           You can get the AK74-SU if you mod the WeaponMods.ini file with the information below. You can have both the AK74-SU and M4A1 mods in the same file. Just use SetWeapon AGP_Inventory.Weapon_AK74SU_Rifle to switch to the AK74-SU, and SetWeapon AGP_Inventory.Weapon_M4A1_Rifle_Mod to switch back to the M4A1 Mod. Use Class SF to get the mods. After switching from the AK to the M4, or vise-versa, you need to use Class SF again. Make sure there are no extra spaces at the ends of the lines after pasting the text. There may be one extra space on each line at the end after pasting that you need to delete.&lt;br /&gt;
           [WeaponMods]&lt;br /&gt;
           CurrentWeapon=AGP_Inventory.Weapon_AK74su_Rifle&lt;br /&gt;
           [AGP_Inventory.Weapon_AK74su_Rifle]&lt;br /&gt;
           CurrentIndex=1&lt;br /&gt;
           IndexName(0)=Set 1&lt;br /&gt;
           Slot_0_(0)=AGP_Inventory.WeaponMod_AKs74u_Ironsight&lt;br /&gt;
           Slot_1_(0)=AGP_Inventory.WeaponMod_Kobra_Reflex&lt;br /&gt;
           Slot_2_(0)=AGP_Inventory.WeaponMod_Virtual_Heatshield&lt;br /&gt;
           Slot_3_(0)=AGP_Inventory.WeaponMod_Virtual_Heatshield&lt;br /&gt;
           Slot_4_(0)=AGP_Inventory.WeaponMod_Virtual_Heatshield&lt;br /&gt;
           Slot_5_(0)=AGP_Inventory.WeaponMod_PBS4_Suppressor&lt;br /&gt;
           IndexName(1)=Set 2&lt;br /&gt;
           Slot_0_(1)=AGP_Inventory.WeaponMod_PSO&lt;br /&gt;
           Slot_1_(1)=AGP_Inventory.WeaponMod_Virtual_Heatshield&lt;br /&gt;
           Slot_2_(1)=AGP_Inventory.WeaponMod_Virtual_Heatshield&lt;br /&gt;
           Slot_3_(1)=AGP_Inventory.WeaponMod_Virtual_Heatshield&lt;br /&gt;
           Slot_4_(1)=AGP_Inventory.WeaponMod_BS1_Gren&lt;br /&gt;
           Slot_5_(1)=AGP_Inventory.WeaponMod_PBS4_Suppressor&lt;br /&gt;
           IndexName(2)=Set 3&lt;br /&gt;
           Slot_0_(2)=AGP_Inventory.WeaponMod_Compact_AimPoint&lt;br /&gt;
           Slot_1_(2)=AGP_Inventory.WeaponMod_Virtual_Heatshield&lt;br /&gt;
           Slot_2_(2)=AGP_Inventory.WeaponMod_Virtual_Heatshield&lt;br /&gt;
           Slot_3_(2)=AGP_Inventory.WeaponMod_Virtual_Heatshield&lt;br /&gt;
           Slot_4_(2)=AGP_Inventory.WeaponMod_Virtual_Heatshield&lt;br /&gt;
           Slot_5_(2)=AGP_Inventory.WeaponMod_PBS4_Suppressor&lt;br /&gt;
           IndexName(3)=Set 4&lt;br /&gt;
           Slot_0_(3)=AGP_Inventory.WeaponMod_AKs74u_Ironsight&lt;br /&gt;
           Slot_1_(3)=AGP_Inventory.WeaponMod_Virtual_Heatshield&lt;br /&gt;
           Slot_2_(3)=AGP_Inventory.WeaponMod_Virtual_Heatshield&lt;br /&gt;
           Slot_3_(3)=AGP_Inventory.WeaponMod_Virtual_Heatshield&lt;br /&gt;
           Slot_4_(3)=AGP_Inventory.WeaponMod_Virtual_Heatshield&lt;br /&gt;
           Slot_5_(3)=AGP_Inventory.WeaponMod_PBS4_Suppressor&lt;br /&gt;
           IndexName(4)=Set 5&lt;br /&gt;
           Slot_0_(4)=AGP_Inventory.WeaponMod_AKs74u_Ironsight&lt;br /&gt;
           Slot_1_(4)=AGP_Inventory.WeaponMod_Virtual_Heatshield&lt;br /&gt;
           Slot_2_(4)=AGP_Inventory.WeaponMod_Virtual_Heatshield&lt;br /&gt;
           Slot_3_(4)=AGP_Inventory.WeaponMod_Virtual_Heatshield&lt;br /&gt;
           Slot_4_(4)=AGP_Inventory.WeaponMod_Virtual_Heatshield&lt;br /&gt;
           Slot_5_(4)=AGP_Inventory.WeaponMod_Cone_Suppressor&lt;br /&gt;
           Slot_0=Top Rail&lt;br /&gt;
           Slot_1=Front Rail&lt;br /&gt;
           Slot_2=Left Rail&lt;br /&gt;
           Slot_3=Right Rail&lt;br /&gt;
           Slot_4=Bottom Rail&lt;br /&gt;
           Slot_5=Barrel&lt;br /&gt;
           Mods Available:&lt;br /&gt;
           Slot_0&lt;br /&gt;
           AGP_Inventory.WeaponMod_PSO&lt;br /&gt;
           AGP_Inventory.WeaponMod_Compact_AimPoint&lt;br /&gt;
           AGP_Inventory.WeaponMod_AKs74u_Ironsight&lt;br /&gt;
           AGP_Inventory.WeaponMod_HeatShield&lt;br /&gt;
           Slot_1&lt;br /&gt;
           AGP_Inventory.WeaponMod_Kobra_Reflex&lt;br /&gt;
           AGP_Inventory.WeaponMod_HeatShield&lt;br /&gt;
           Slot_2&lt;br /&gt;
           AGP_Inventory.WeaponMod_Virtual_Heatshield&lt;br /&gt;
           Slot_3&lt;br /&gt;
           AGP_Inventory.WeaponMod_Virtual_Heatshield&lt;br /&gt;
           Slot_4&lt;br /&gt;
           AGP_Inventory.WeaponMod_BS1_Gren&lt;br /&gt;
           AGP_Inventory.WeaponMod_HeatShield&lt;br /&gt;
           Slot_5&lt;br /&gt;
           AGP_Inventory.WeaponMod_PBS4_Suppressor&lt;br /&gt;
           AGP_Inventory.WeaponMod_Cone_Suppressor&lt;br /&gt;
===Other Weapon Mods===&lt;br /&gt;
           You can put other weapons in the WeaponMods.ini file. The only other weapons modable are the SPR and VSS Vintorez. They only have one setup.&lt;br /&gt;
           [AGP_Inventory.Weapon_SPR_Sniper]&lt;br /&gt;
           CurrentIndex=0&lt;br /&gt;
           Slot_0_(0)=AGP_Inventory.WeaponMod_VariX_Scope&lt;br /&gt;
           Slot_1_(0)=AGP_Inventory.none&lt;br /&gt;
           Slot_2_(0)=AGP_Inventory.none&lt;br /&gt;
           Slot_3_(0)=AGP_Inventory.none&lt;br /&gt;
           Slot_4_(0)=AGP_Inventory.WeaponMod_Harris_Bipod&lt;br /&gt;
           Slot_5_(0)=AGP_Inventory.WeaponMod_SPR_Suppressor&lt;br /&gt;
           [AGP_Inventory.Weapon_Vintorez_Sniper]&lt;br /&gt;
           CurrentIndex=0&lt;br /&gt;
           Slot_0_(0)=AGP_Inventory.WeaponMod_Vintorez_Scope&lt;br /&gt;
           Slot_1_(0)=AGP_Inventory.none&lt;br /&gt;
           Slot_2_(0)=AGP_Inventory.none&lt;br /&gt;
           Slot_3_(0)=AGP_Inventory.none&lt;br /&gt;
           Slot_4_(0)=AGP_Inventory.WeaponMod_Virtual_Harris_Bipod&lt;br /&gt;
           Slot_5_(0)=AGP_Inventory.WeaponMod_Virtual_SPR_Suppressor&lt;br /&gt;
           You can also put other weapons so when you use Class SF you start with it. You don't have to have the mod stuff with it. Here is how the shotgun used to work:&lt;br /&gt;
           CurrentWeapon=AGP_Inventory.Weapon_M870_Shotgun&lt;br /&gt;
           It's basically just the code you use to summon, but you put AGP_Inventory.Weapon_&amp;lt;weapon&amp;gt;_&amp;lt;weaponname&amp;gt;&amp;lt;/weaponname&amp;gt;&amp;lt;/weapon&amp;gt;&lt;br /&gt;
=Using &amp;quot;Aliases&amp;quot; in User.ini=&lt;br /&gt;
&lt;br /&gt;
     Aliases[X]=(Command=&amp;quot;Y&amp;quot;,Alias=&amp;quot;Z&amp;quot;)&lt;br /&gt;
     X is the number of the alias.&lt;br /&gt;
     You can have 40 of them (0-39), the game uses a default of 32 (0-31) aliases by itself, but you can lower it to only 11 without affecting anything by using the list below:&lt;br /&gt;
           Aliases[0]=(Command=&amp;quot;Button bFire | Fire&amp;quot;,Alias=&amp;quot;Fire&amp;quot;)&lt;br /&gt;
           Aliases[1]=(Command=&amp;quot;Button bAltFire | AltFire&amp;quot;,Alias=&amp;quot;AltFire&amp;quot;)&lt;br /&gt;
           Aliases[2]=(Command=&amp;quot;Axis aBaseY Speed=+300.0&amp;quot;,Alias=&amp;quot;MoveForward&amp;quot;)&lt;br /&gt;
           Aliases[3]=(Command=&amp;quot;Axis aBaseY Speed=-300.0&amp;quot;,Alias=&amp;quot;MoveBackward&amp;quot;)&lt;br /&gt;
           Aliases[4]=(Command=&amp;quot;Axis aStrafe Speed=-300.0&amp;quot;,Alias=&amp;quot;StrafeLeft&amp;quot;)&lt;br /&gt;
           Aliases[5]=(Command=&amp;quot;Axis aStrafe Speed=+300.0&amp;quot;,Alias=&amp;quot;StrafeRight&amp;quot;)&lt;br /&gt;
           Aliases[6]=(Command=&amp;quot;Jump | Axis aUp Speed=+300.0&amp;quot;,Alias=&amp;quot;Jump&amp;quot;)&lt;br /&gt;
           Aliases[7]=(Command=&amp;quot;Button bAction | Action&amp;quot;,Alias=&amp;quot;Action&amp;quot;)&lt;br /&gt;
           Aliases[8]=(Command=&amp;quot;Button bLeanRight | LeanRight&amp;quot;,Alias=&amp;quot;LeanRight&amp;quot;)&lt;br /&gt;
           Aliases[9]=(Command=&amp;quot;Button bLeanLeft | LeanLeft&amp;quot;,Alias=&amp;quot;LeanLeft&amp;quot;)&lt;br /&gt;
           Aliases[10]=(Command=&amp;quot;Button bSprint | Sprint&amp;quot;,Alias=&amp;quot;Sprint&amp;quot;)&lt;br /&gt;
     Y are the commands that are done when the Alias is triggered, it is the same as what goes after the &amp;quot;=&amp;quot; for the normal binds&lt;br /&gt;
     (&amp;lt;key&amp;gt;=Y)&amp;lt;/key&amp;gt;&lt;br /&gt;
     Z is the name of the alias. When you bind a key to Z, the command Y will happen.&lt;br /&gt;
     Example:&lt;br /&gt;
           Aliases[32]=(Command=&amp;quot;ReportIn | CommoSendMessage 3&amp;quot;,Alias=&amp;quot;CoverMe&amp;quot;)&lt;br /&gt;
           This is Alias number 32.&lt;br /&gt;
           To trigger it you type: CoverMe&lt;br /&gt;
           When you press enter this is what will happen: ReportIn | CommoSendMessage 3&lt;br /&gt;
=Admin Commands=&lt;br /&gt;
&lt;br /&gt;
Note: Many of the commands found in this section can now be found in the &amp;quot;Admin Command Post&amp;quot; (F12) , and is much easily used that way.&lt;br /&gt;
     Open xx.xx.xx.xx?Password=AdminPassword - Join a server as admin. Replace the x's with the I.P. address.&lt;br /&gt;
     Admin A_SwitchTeam &amp;lt; playername&amp;gt; | playerID &amp;gt; - Switches the team of the specified player (either from Assault to Defense, or vice-versa.) The team switch happens at the beginning of the next round. This is merely a request to change the team of the named player. Other mitigating factors may prevent this player's team from actually changing the next round.&lt;br /&gt;
     Admin A_Open &amp;lt;mapname&amp;gt; OR Admin A_Map &amp;lt;mapname&amp;gt; OR Admin Switch &amp;lt;mapname&amp;gt; - Opens the specified map. These commands can all be used interchangeably.&amp;lt;/mapname&amp;gt;&amp;lt;/mapname&amp;gt;&amp;lt;/mapname&amp;gt;&lt;br /&gt;
     Admin RestartMap - Restarts the current map.&lt;br /&gt;
     Admin Ban [ &amp;lt;playername&amp;gt;] [&amp;lt;time(w|h|d|m)&amp;gt;] [ &amp;lt;IP&amp;gt; | &amp;lt;MAC&amp;gt; ] - Bans the specified player from the server for the amount of time specified, w=weeks, m=minutes, h=hours, d=days&amp;lt;/MAC&amp;gt;&amp;lt;/IP&amp;gt;&amp;lt;/time(w|h|d|m)&amp;gt;&amp;lt;/playername&amp;gt;&lt;br /&gt;
     Admin Kickban [ &amp;lt;playername&amp;gt; | &amp;lt;playerID&amp;gt; ] - Kicks the specified player from the server, and then adds his IP address to the banlist file.&amp;lt;/playerID&amp;gt;&amp;lt;/playername&amp;gt;&lt;br /&gt;
     Admin Kick [ &amp;lt;playername&amp;gt; | &amp;lt;playerID&amp;gt; ] - Kicks the specified player from the server.&amp;lt;/playerID&amp;gt;&amp;lt;/playername&amp;gt;&lt;br /&gt;
     Admin Say &amp;lt;message&amp;gt; - Uses the chat to message players, in Red where everybody can read it.&amp;lt;/message&amp;gt;&lt;br /&gt;
     Admin Spectate [ &amp;lt;playername |=&amp;quot;&amp;quot;&amp;gt;&amp;lt;playerID&amp;gt; ] - To spectate a player.&amp;lt;/playerID&amp;gt;&amp;lt;/playername&amp;gt;&lt;br /&gt;
     Admin PB_SV_Say Say &amp;lt;message&amp;gt; - Uses PB to send an admin message to the players. Notice the two spaces after say; it must have them or the first word won't display. The message will appear like this: Punkbuster Client: ADMIN: &amp;lt;text&amp;gt;&amp;lt;/text&amp;gt;&amp;lt;/message&amp;gt;&lt;br /&gt;
     Admin Message &amp;lt;message&amp;gt; - This is similar to admin say, except that the message is delivered in big text to the middle of the screen. Everyone receives the message.&amp;lt;/message&amp;gt;&lt;br /&gt;
     Admin Mute [ &amp;lt;playername&amp;gt; | &amp;lt;player id=&amp;quot;&amp;quot;&amp;gt; | all ] - Mutes the chat specified player. This is a server mute and no players can see what he types. This doesn't affect other Admins or SuperUsers. playername | player ID: mutes the specified player. all: mutes everyone on the server. Using it again unmutes the specified player or all.&amp;lt;/player&amp;gt;&amp;lt;/playername&amp;gt;&lt;br /&gt;
     Admin DeathMessages [ 1 | on | 0 | off ] - Turns death and damage messages off for all players. 1/on: Turns messages on. 0/off: Turns messages off. When changing this setting via the console, your preference is automatically saved in your ArmyOps.ini file. However, if you wish to change the ArmyOps.ini file directly, the variable to look for is bDeathMessages.&lt;br /&gt;
     Admin Score [ 1 | on | 0 | off | round | match ] - Turns the scoreboard on and off. Scoreboard can be displayed at the end of a round, end of a match, or never. Note that certain UI changes mean that even with the scoreboard disabled, players can still (currently) switch to the scoreboard from the weapon selection screen. 1/on: Turns the scoreboard on. 0/off: Turns the scoreboard off. round: Shows scoreboard at end of round only. match: Shows scoreboard at end of match only. When score mode &amp;quot;round&amp;quot; or &amp;quot;match&amp;quot; are specified, the score will be displayed at the appropriate time. The client can then hit ESC to close the score screen, or can wait until the beginning of the next round at which time the score screen will automatically be closed. When changing this setting via the console, your preference is automatically saved in your ArmyOps.ini file. However, if you wish to change the ArmyOps.ini file directly, the variable to look for is ScoreMode and the possible values are: SSM_On, SSM_Off, SSM_Round, and SSM_Match.&lt;br /&gt;
     Admin MOTD [ self | all | &amp;lt;text&amp;gt; ] - Sets or displays the message of the day. self: displays message of the day to admin only. all: Displays message of the day to all players. text: The text string to set as the message of the day. We currently have 4 MOTD lines that can be set in ArmyOps.ini. These lines are displayed when a client logs into a server (if they are not blank.) Using the admin motd command to set the MOTD only sets the first line of the MOTD (in the ini file, it's called MOTDLine1). Similarly, when the self or all parameters are specified, only MOTDLine1 will be displayed. All four lines will still be displayed when a client logs into a server for the first time (provided they aren't blank.)&amp;lt;/text&amp;gt;&lt;br /&gt;
     Admin ROEKickTimer [ 1 | on | 0 | off ] - Turns on or off the ROE kick timer at the beginning of the round. 1/on: Turns the ROE kick timer on. 0/off: Turns the ROE kick timer off. Note that entering this command has an immediate effect (i.e. the server doesn't wait until the start of the next round to use the new value). When changing this setting via the console, your preference is automatically saved in your ArmyOps.ini file. However, if you wish to change the ArmyOps.ini file directly, the variable to look for is bEnableROEKickTimer.&lt;br /&gt;
     Admin ROEKickick [ 1 | on | 0 | off ] - Turns on or off the ROE kick functionality for players exceeding max ROE. 1/on: Turns on ROE kick. 0/off: Turns off ROE kick. The effect of this command is immediate. When changing this setting via the console, your preference is automatically saved in your ArmyOps.ini file. However, if you wish to change the ArmyOps.ini file directly, the variable to look for is bEnableROEKick.&lt;br /&gt;
     Admin ROEKickDead [ 1 | on | 0 | off] - If enabled, instead of a player being kicked for an ROE penalty, they will be killed. 1/on: Turns ROE kick dead feature on. 0/off: Turns ROE kick dead feature off. The damage type used to kill the offending player is suicide, so to other players it may seem like the culprit killed himself. However, the player gaining the ROE sees a specific message telling him he is being killed due to ROE. When changing this setting via the console, your preference is automatically saved in your ArmyOps.ini file. However, if you wish to change the ArmyOps.ini file directly, the variable to look for is bEnableROEKickDeath.&lt;br /&gt;
     Admin PB_SV_ [ enable | disable ] - Enable enables punkbuster for the server, disable disables punkbuster for the server.&lt;br /&gt;
     Admin PB_SV_GameAuth [ 0 | 1 ] - Enables or disables authorization for a server. 0 stops pb from kicking even with auth off.&lt;br /&gt;
     Admin Quit - Disconnects you from the server and also shuts down the server you are currently admining.&lt;br /&gt;
===Admin Forceclass===&lt;br /&gt;
           (See topic #4. &amp;quot;Weapons &amp;amp; MPCheats&amp;quot; for the complete class list.)&lt;br /&gt;
           Admin ForceClass &amp;lt;playername |=&amp;quot;&amp;quot; playerid=&amp;quot;&amp;quot;&amp;gt; &amp;lt;class&amp;gt; - Changes the class of the specified player.&lt;br /&gt;
           Examples:&lt;br /&gt;
                 Admin ForceClass 43 AR&lt;br /&gt;
                 Admin ForceClass CrazyGuy01 R&amp;lt;/class&amp;gt;&amp;lt;/playername&amp;gt;&lt;br /&gt;
           Admin Forceclass * &amp;lt;class&amp;gt; - Forces the class of everyone in the server.&amp;lt;/class&amp;gt;&lt;br /&gt;
           Example:&lt;br /&gt;
                 Admin ForceClass * R&lt;br /&gt;
                 Admin ForceClass * AR&lt;br /&gt;
           Create Your Own Forceclass Files:&lt;br /&gt;
                 This is if you want to make your own forceclass files. You basically have some text files, with names such g.txt, ar.txt, s.txt, etc. In the files you would have a list like this:&lt;br /&gt;
                 Admin ForceClass 0 G&lt;br /&gt;
                 Admin ForceClass 1 G&lt;br /&gt;
                 Admin ForceClass 2 G&lt;br /&gt;
                 Admin ForceClass 3 G&lt;br /&gt;
                 Admin ForceClass 4 G&lt;br /&gt;
                 Etc.&lt;br /&gt;
                 After one is made up to 1000 (1000 is a good number as you probably won't have a 1000 different people join or reconnect before the server crashes or you reset it), just use Notepad's Replace... command in the Edit menu and change the class with a different one.&lt;br /&gt;
                 To use them type exec class.txt in the console while you are logged in as admin, and you change class to the one you want.&lt;br /&gt;
           Premade Forceclass Files:&lt;br /&gt;
                 Take all of these .txt files and put them in your America's Army System Folder (C:/Program Files/America's Army/System).&lt;br /&gt;
                 While you are in-game and logged in as an admin, type in the console exec class.txt&lt;br /&gt;
                 The class that is forced will be equal to whatever the file is named, and each is named for what the forceclass is.&lt;br /&gt;
                 Note: Right Click-&amp;gt;Save As to save these files to your hard drive.&lt;br /&gt;
                 ReadMe&lt;br /&gt;
                 Single Gun Files&lt;br /&gt;
                 AK-47 Assault Rifle&lt;br /&gt;
                 AKS-74U&lt;br /&gt;
                 M249 Squad Automatic Weapon (SAW)&lt;br /&gt;
                 M16A2 / M203 Grenade Launcher&lt;br /&gt;
                 AK-47 / GP30 Grenade Launcher&lt;br /&gt;
                 M4A1 Carbine&lt;br /&gt;
                 M4A1 Automatic&lt;br /&gt;
                 M4 SOPMOD&lt;br /&gt;
                 Mosin-Nagant&lt;br /&gt;
                 M16A2 Assault Rifle&lt;br /&gt;
                 Recruit (No Weapons)&lt;br /&gt;
                 RPK&lt;br /&gt;
                 M82A1 SAMR&lt;br /&gt;
                 M24 SWS&lt;br /&gt;
                 Dragunov SVD&lt;br /&gt;
                 M136 AT4 Light Anti-Tank Weapon - Only goes to 20&lt;br /&gt;
                 M9 Beretta Pistol - Only goes to 20&lt;br /&gt;
                 Ranger M4A1 - Only goes to 20&lt;br /&gt;
                 RPG-7 - Only goes to 20&lt;br /&gt;
                 M4 SOPMOD - Only goes to 20&lt;br /&gt;
                 MK 12 MOD 0 Special Purpose Rifle (SPR) - Only goes to 20&lt;br /&gt;
                 VSS Vintorez - Only goes to 20&lt;br /&gt;
                 Random Guns - (These only go to 20)&lt;br /&gt;
                 Random AR/RPK&lt;br /&gt;
                 Random G/GP&lt;br /&gt;
                 Random R/RCT&lt;br /&gt;
                 Random Sniper (M24, M82, MOS, SVD)&lt;br /&gt;
                 Combination of the Random Guns Files&lt;br /&gt;
                 Here is a second version:&lt;br /&gt;
                 http://www.freewebtown.com/rrs...ons.zip&lt;br /&gt;
                 Read the ReadMe to see what each one does.&lt;br /&gt;
                 Note: The Files above will work servers that have had less than 1000 people join. Every time someone joins whether it was someone already on or not adds another number. If you use these after 1000 people have joined the server, the people whose player numbers are after 1000 will not get their class forced.&lt;br /&gt;
           Forceclass Programs:&lt;br /&gt;
                 AASF Admin Generator&lt;br /&gt;
                 AA Random Gun Generator&lt;br /&gt;
=PunkBuster Commands=&lt;br /&gt;
&lt;br /&gt;
===PB Tasks===&lt;br /&gt;
           pb_sv_task &amp;lt;start-seconds&amp;gt; &amp;lt;optional-run-every-seconds&amp;gt; - This allows server admins to set a task starting from a specified time in seconds and then running again every x seconds there after. If no re-run value is specified then the task is only run once. This feature is not limited to PB functions and can run in-game functions as well. You may use more than one task if you like. Example:&amp;lt;/optional-run-every-seconds&amp;gt;&amp;lt;/start-seconds&amp;gt;&lt;br /&gt;
           pb_sv_task 10 300 say ^3Visit us at www.yourwebsite.com&lt;br /&gt;
           pb_sv_task 15 305 say ^5Email server admins: admin@yoursite.com&lt;br /&gt;
           pb_sv_task 700 &amp;quot;pb_sv_bindsrch com_maxfps&amp;quot;&lt;br /&gt;
           pb_sv_task 700 &amp;quot;pb_sv_bindsrch m_pitch&amp;quot;&lt;br /&gt;
           This will spam your two messages on screen and re run them at the specified times. The last two will run a bind-cvar check once only.&lt;br /&gt;
           pb_sv_tlist - Shows what tasks you have running and shows you what slot number each task is assigned to.&lt;br /&gt;
           pb_sv_taskdel &amp;lt;slot#&amp;gt; - Deletes a task in your list of tasks by slot number. This is useful in keeping multiple tasks from piling up and repeating themselves. In your pbsv.cfg you should insert this command right before your list of tasks to make sure you start off clear. Example:&amp;lt;/slot#&amp;gt;&lt;br /&gt;
           pb_sv_TaskDel 1&lt;br /&gt;
           pb_sv_TaskDel 2&lt;br /&gt;
           pb_sv_TaskDel 3&lt;br /&gt;
           pb_sv_TaskDel 4&lt;br /&gt;
===Name Management===&lt;br /&gt;
           pb_sv_badname &amp;lt;grace-seconds&amp;gt; &amp;lt;filter&amp;gt; - This command will allow you to filter out certain text in names, then give the player x seconds to change the name before being removed from the server. Here are some examples:&amp;lt;/filter&amp;gt;&amp;lt;/grace-seconds&amp;gt;&lt;br /&gt;
           pb_sv_badname 30 www.&lt;br /&gt;
           pb_sv_badname 30 .com&lt;br /&gt;
           pb_sv_badname 30 UnnamedPlayer&lt;br /&gt;
           pb_sv_badname 30 ogc&lt;br /&gt;
           pb_sv_badname 30 noskill&lt;br /&gt;
           pb_sv_badname 30 noname&lt;br /&gt;
           The first two lines prevent people from using your severs to advertise web sites. The others are just suggested filters and can be adjusted to your preferences. They are all set to give the player 30 seconds of warnings before they are removed from the server.&lt;br /&gt;
           pb_sv_badnamelist - Lists all the bad names in your check list and shows you each lines assigned slot number.&lt;br /&gt;
           pb_sv_badnameDel &amp;lt;slot#&amp;gt; - Deletes a name in your list of bad names by slot number. This is useful in keeping multiple bad names from piling up and repeating themselves. In your pbsv.cfg you should insert this command right before your list of bad names to make sure you start off clear.&amp;lt;/slot#&amp;gt;&lt;br /&gt;
           pb_sv_badnameDel 1&lt;br /&gt;
           pb_sv_badnameDel 2&lt;br /&gt;
           pb_sv_badnameDel 3&lt;br /&gt;
           pb_sv_badnameDel 4&lt;br /&gt;
           pb_sv_badnameDel 5&lt;br /&gt;
           pb_sv_badnameDel 6&lt;br /&gt;
           pb_sv_badname 30 www.&lt;br /&gt;
           pb_sv_badname 30 .com&lt;br /&gt;
           pb_sv_badname 30 UnnamedPlayer&lt;br /&gt;
           pb_sv_badname 30 ogc&lt;br /&gt;
           pb_sv_badname 30 noskill&lt;br /&gt;
           pb_sv_badname 30 noname&lt;br /&gt;
           pb_sv_changePeriod 10 - Amount of seconds allowed between name changes, prevents name spamming.&lt;br /&gt;
           pb_sv_changeMax 5 - Number of total allowed name changes per session.&lt;br /&gt;
           pb_sv_dupNameGrace 20 - Amount of time (in seconds) that a duplicate name has to be changed before that player is removed from the server. This ensures that all players on the server have a unique name.&lt;br /&gt;
           pb_sv_extChar 0 - Control of extended characters in names (characters and symbols that can not be produced from a single key stroke.) 0 to disallow such names. 1 to allow these names.&lt;br /&gt;
           pb_sv_emptyname 0 - Control the option of a an empty name (no name at all). 0 will not allow an empty string to be returned for a name value. 1 will allow an empty string.&lt;br /&gt;
           pb_sv_minName 1 - Dictates the minimum amount of actual characters a players name must have to be allowed on the server. This will double check the above pb_sv_emptyname 0 to make sure a player doesn't enter ^7^7 as a name (which satisfies the pb_sv_emptyname 0 but still returns an empty string to the console.) Set this to one to make sure that a player has at least one standard character in their name. &lt;br /&gt;
===GUID (Globally Unique Identifier) Settings===&lt;br /&gt;
           Pb_sv_noguidgrace 30 - Number of seconds that a player with no guid is kicked (0 - 300) We recommend giving players 30 seconds or so in case of slow communication rate with the master auth server.&lt;br /&gt;
           pb_sv_updategrace 300 - Number of seconds that a player with a &amp;quot;no updated status&amp;quot; has to update before being kicked (300 - 600)&lt;br /&gt;
           pb_sv_guidrelax 7 - This setting was added to server version 1.011 to set options for the locked-down guid system. This setting is cumulative based on adding the values for the conditions desired: 1=UNKN Guid, 2=WRONGIP Guid, 4=DUPLICATE Guids. The current default for this setting is 7 (1+2+4) which means that PB will not kick (relax kicking) for any of the three cases. We recommend kicking for at least UNKN guids. Below are the possible combinations:&lt;br /&gt;
           0= Kick for UNKN guid, wrong ip guid and duplicate guid.&lt;br /&gt;
           1= Kick for wrong ip guid and duplicate guid.&lt;br /&gt;
           2= Kick for UNKN guid, and duplicate guid.&lt;br /&gt;
           3= Kick for duplicate guid.&lt;br /&gt;
           4= Kick for UNKN guid and wrong ip guid.&lt;br /&gt;
           5= Kick for wrong ip guid.&lt;br /&gt;
           6= Kick for UNKN guid&lt;br /&gt;
           7= Don't kick for UNKN guid, wrong ip guid and duplicate guid.&lt;br /&gt;
           These values are bitmapped and work like the games FLAGS system, but since they are used to &amp;quot;relax&amp;quot; or disable instead of enable, they are reversed in the sense that you don't add up the numbers but rather subtract them.&lt;br /&gt;
===Automatic Kicking===&lt;br /&gt;
           pb_sv_CQC 1 - This allows admins to turn off / on the feature that shows players why they were kicked (bad name, cvar violation, hook, no guid, etc.) We recommend leaving this ON, so people can see why they were kicked. 1 is ON and 0 is OFF.&lt;br /&gt;
           pb_sv_KickLen 10 - When kicked from the server for a violation (bad name, cvar violation, hook, no guid, etc.) this is the time (in minutes) that person must wait before they can re-join the server.&lt;br /&gt;
===Manual Screen Shots===&lt;br /&gt;
           To manually take a screen shot, in game from your console of all players, the command is:&lt;br /&gt;
           pb_sv_getss&lt;br /&gt;
           To manually take a screen shot of a specific player, get all the players slot numbers by doing a pb_sv_plist [enter] and when you get the slot number of the person you want to take a screen shot of ( lets say its player number 4 ) type:&lt;br /&gt;
           pb_sv_getss 4&lt;br /&gt;
===Automatic Screen Shots===&lt;br /&gt;
           To set up your server to take automatic screen shots, you will need to use and understand the following commands in your pbsv.cfg.&lt;br /&gt;
           pb_sv_autoss 1 - This setting tells your PB enabled server whether it should retrieve screen shots automatically. Setting to 1 will turn the auto screen shot capture ON and setting it to 0 will turn it OFF. The default is OFF.&lt;br /&gt;
           pb_sv_autossfrom 60 - This is the MINIMUM number ( in seconds ) that PB will wait after taking a screen shot from players, before attempting to take another one. The default is 60 seconds. Remember that taking screen shots from every player every 60 seconds will rack up a nice number of screen shots in your PB's screen shots folder and use plenty of system resources, sometimes resulting in lag. If there are 10 players on your server and the map lasts 10 minutes, you will be getting 100 screen shots per map. Be careful with this setting. Some recommended settings and samples will be presented at the end of this page.&lt;br /&gt;
           pb_sv_autossto 1200 - This is the MAXIMUM number ( in seconds ) that PB will wait after taking a screen shot from players, before attempting to take another one. The default is 1200 ( 20 minutes. ) Some recommended settings and samples will be presented at the end of this page.&lt;br /&gt;
           pb_sv_ssfloor 1 PB - screen shots are taken and then saved numerically. This is the &amp;quot;starting&amp;quot; number that PB will use to name screen shots. Default is 1.&lt;br /&gt;
           pb_sv_ssceiling 100 - This is the highest number PB screen shots will be saved. After screen shot #100, PB will over write the screen shots starting at your pb_sv_ssfloor setting. Default is 100 but this could easily be reached in a few hours. Some recommended settings and samples will be presented at the end of this page.&lt;br /&gt;
           pb_sv_ssdelay 0 - Each player will have to wait a random amount of seconds ( up to the number of this setting ) before actually sending the screen shot after the request has been made. This *may* help reduce lag, as all players don't have to send their shots and then get processed and written at the same time, rather they get done randomly within the time frame set. On the other hand, it may cause more lag ( lets say set to 5 ) from screen shots being sent and processed over a longer period of time ( processing 20 players over a 5 second period, rather than an instantaneous &amp;quot;glitch&amp;quot; from all 20 being done at the same time.) Default is 0 which means there is no delay and all shots are taken at the same time.&lt;br /&gt;
           pb_sv_sspath &amp;quot;&amp;quot; - This is where PB will send the screen shots and the helper html files. The default is &amp;quot;&amp;quot; ( empty ) and need not be specified if you want to keep the shots stored in the default PB screen shots folder.&lt;br /&gt;
           pb_sv_ssheight 240 - The height in pixels of the screen shot. 240 is the default and the recommended value to maintain a good size while keeping file size and cpu usage at an acceptable level.&lt;br /&gt;
           pb_sv_sswidth 320 - The width in pixels of the screen shot. 320 is the default and the recommended value to maintain a good size while keeping file size and cpu usage at an acceptable level.&lt;br /&gt;
           pb_sv_ssSrate 1 - The sample rate ( quality ) of the shot captured. If set to &amp;quot;2&amp;quot; then only every second pixel is taken ( both horizontally and vertically. ) If set to &amp;quot;4&amp;quot; then only every fourth pixel is taken. This reduces file size and cpu usage but significantly reduces the picture quality as well, making it hard to prove those &amp;quot;close calls.&amp;quot; Default is 1 and is recommended.&lt;br /&gt;
           pb_sv_ssxpct 50 - Percentage ACROSS the screen where the center of the screen shot should be captured from. Default is 50 and is recommended to keep the screen shots centered.&lt;br /&gt;
           pb_sv_ssypct 50 - Percentage DOWN the screen where the center of the screen shot should be captured from. Default is 50 and is recommended to keep the screen shots centered.&lt;br /&gt;
===CVAR Checks===&lt;br /&gt;
           (Checking of .ini files for variables)&lt;br /&gt;
           pb_sv_cvar &amp;quot;[section] [Cvar_name]&amp;quot; [IN/OUT/INCLUDE/EXCLUDE] [P1] [OptionalP2]&lt;br /&gt;
           To find the section go in Armyops.ini and User.ini and when you find a variable you want to add scroll up till you find something like [Engine.Something] or [&amp;lt;&amp;gt;.&amp;lt;&amp;gt;] That is what the section will be. Now once you have that go back down the specific line you want to check.. this is what Cvar_name will be. Where you see IN/OUT/INCLUDE/EXCLUDE is what kind of variable it is.&lt;br /&gt;
           If the variable is a number, you will most likely use IN or OUT.&lt;br /&gt;
           If the variable is something like True/False, you will most likely use INCLUDE or EXCLUDE.&lt;br /&gt;
           [P1] is what you will be looking for or not looking for.&lt;br /&gt;
           If __ is specified:&lt;br /&gt;
           IN -- [P1] will be the number you want it to be equal to, or if [P2] is defined you want the number to be inside P1 to P2, if only P1 is specified, that number MUST equal P1.&lt;br /&gt;
           OUT -- Basically the opposite of IN. If only [P1] is specified, the number must NEVER equal P1, if P1 and P2 are specified, it can't be inside P1-P2.&lt;br /&gt;
           INCLUDE -- [P1] Will be the only variable that needs to be specified. If P1 is ex. 'True' then that variable must be True to play on your server.&lt;br /&gt;
           EXCLUDE -- Again the opposite of INCLUDE except [P1], you can't have that in it for you to play on that server.&lt;br /&gt;
           Examples:&lt;br /&gt;
           IN - pb_sv_cvar Engine.PlayerInput MouseSenitivity IN 1 4&lt;br /&gt;
           IN - pb_sv_cvar Engine.Controller Handedness IN 1&lt;br /&gt;
           OUT - pb_sv_cvar Engine.PlayerInput MouseSenitivity OUT 5 9&lt;br /&gt;
           INCLUDE - pb_sv_cvar Engine.PlayerController bMessageBeep INCLUDE True&lt;br /&gt;
           EXCLUDE - pb_sv_cvar Engine.PlayerController bMessageBeep EXCLUDE False&lt;br /&gt;
           pb_sv_cvarempty - Gets rid of all cvar checks.&lt;br /&gt;
           Anything that was admin pb_sv_ and list in it, and you expected something to come back will not work.. PB server commands will not echo anything.&lt;br /&gt;
           Ex. pb_sv_badnamelist&lt;br /&gt;
           pb_sv_tlist&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
           pb_ver - tells the PunkBuster version&lt;br /&gt;
           pb_load - load a script of PunkBuster commands (untested)&lt;br /&gt;
           pb_plist - list of all players on the server and their &amp;quot;PunkBuster status&amp;quot; (Unsure of what this means)&lt;br /&gt;
           pb_power - list of all players on the server and the different PB status' then pb_plist&lt;br /&gt;
           pb_kick # - # is the number of a player. Use &amp;quot;pb_power&amp;quot; or &amp;quot;pb_plist&amp;quot; to find the number. It needs 10 people to kick (vote) the player off the server for about 2-5 mins. The votes only count for one round like the regular kick.&lt;br /&gt;
           pb_myguid - the &amp;quot;unique identifier&amp;quot; PunkBuster has assigned you for this server.&lt;br /&gt;
           pb_sslog - controls whether any ScreenShots taken of you are logged to the System/pb/scrnshot directory. Default is 1 (yes).&lt;br /&gt;
           pb_sssave - controls whether additional information is saved whenever you are investigated. Default is 0 (no).&lt;br /&gt;
           pb_msgprefix - The prefix before any punkbuster messages. Default is &amp;quot;PunkBuster Client&amp;quot;. You could change it to &amp;quot;PB Client&amp;quot;, for example. (On ET you can apparently change the color, but I don't know how to do this in AA.)&lt;br /&gt;
           pb_system - apparently you can change this (from 0 to 1 or vice versa) if you are having lockup problems&lt;br /&gt;
           pb_lan - setting defaults to 0; when set to 1, PB will behave as though it has no internet access&lt;br /&gt;
           pb_webupdate - command adds the PBWEB functionality directly into the PB client; PBWEB should no longer be required to manually update PB clients; PunkBuster will automatically issue this command when necessary to auto-update during gameplay before going into distress mode&lt;br /&gt;
           pb_sv_maxConUpdates - setting defaults to 12; PB Server will not send updates to more than this number of clients simultaneously in an effort to cut down on update timeouts after a recent PB update&lt;br /&gt;
           pb_sv_homepath - command to display PB's home path&lt;br /&gt;
           pb_sv_specname &amp;lt;playername&amp;gt; - Spectates the specified player&amp;lt;/playername&amp;gt;&lt;br /&gt;
           pb_sv_update - Attempts a PunkBuster server update.&lt;br /&gt;
           pb_sv_rcon - If you have server admin on a specific server and want extra admin privalges, you can use PB Rcon.&lt;br /&gt;
           This works with PB Power so you will need to know how to do that also. When under admin issue the command:&lt;br /&gt;
           admin pb_sv_rcon [min PB power points needed] [Server command] min PB power points needed is where when you give power, you needed that number they're min. to be able to run that command. For server command you can put specific commands &amp;lt;pb_sv_badname, pb_sv_specname..=&amp;quot;&amp;quot;&amp;gt; or if you trust your Power and Rcon people you can do pb_sv_ and they will be able to run all pb_sv_ commands on PB server from in the game. This does not execute regular in game commands.&amp;lt;/pb_sv_badname,&amp;gt;&lt;br /&gt;
           pb_sv_kick [PB slot number] [minutes] [Displayed reason] || Optional: [Private Reason]&lt;br /&gt;
           &amp;quot;Ex. admin pb_sv_kick 4 25 No advertising other clans please.&amp;quot;&lt;br /&gt;
           pb_sv_ban [PB slot number] [Displayed reason] || [Private Reason]&lt;br /&gt;
           To empty that ban list, or any other time bans, etc. on the server type..&lt;br /&gt;
           pb_sv_banempty&lt;br /&gt;
           pb_sv_banmask [IP Mask]&lt;br /&gt;
           Ban a whole mask.&lt;br /&gt;
           Ex. admin pb_sv_banmask 152.65.&lt;br /&gt;
           No asterisks go in for wildcards. Just the dot and stop there.&lt;br /&gt;
           pb_security 0/1 - Can be used to alleviate the *WARNING*: PunkBuster Reports PB Server Running Old Version error (use 0 if u are receiving that error). pb_writecfg can be used 2 write a change the punkbuster configuration so it is autoloaded.&lt;br /&gt;
           pb_sleep 20-500 Can be used to set the number of milliseconds between pb scans. 500 to reduce lag caused by frequent scans. 20 to increase lag by more frequent scans, though I don't know why anyone would even use a higher number.&lt;br /&gt;
=PB Power=&lt;br /&gt;
&lt;br /&gt;
     This is all about the PunkBuster Player Power System, a system similar to votekick. The only thing different about is certain people can have more weight to a votekick than others. The cool thing is that certain players on their own server can be designated &amp;quot;Deputy&amp;quot; allowing them to remove players from their server (and ban them for 5 minutes[default]).&lt;br /&gt;
     To do this:&lt;br /&gt;
     1) Log in as admin&lt;br /&gt;
     2) Type in the console pb_power and retrieve the player's slot number you wish to make a deputy.&lt;br /&gt;
     3) Type in the console admin pb_sv_power XX 100 where XX=desired deputy player's slot number.&lt;br /&gt;
     Nothing will come up in the console if done correctly.&lt;br /&gt;
     It's good to do another pb_power to check that the right person got the correct votekick power.&lt;br /&gt;
     Then, as that player (in the game), he can easily kick people without logging out and then re-logging in as admin.&lt;br /&gt;
     Also, if a Deputy with 100 is in the server, players cannot kick other players with the pb_kick command, even those with enough points to kick, example being if someone has 10 power, and to kick someone (by default anywho) is 0/10, that player cannot kick. Once the deputy (with 100) has left the server, that player can kick.&lt;br /&gt;
     To do this:&lt;br /&gt;
           1) Open console&lt;br /&gt;
           2) type pb_power and retrieve desired player's slot number&lt;br /&gt;
           3) type into console pb_kick XX where XX=kicked player's slot number&lt;br /&gt;
     The player will be kicked from the server and will be banned for 5 minutes(default). This is usually good enough to keep the undesirables from ruining the game for your other players. They will typically get tired of waiting and go play somewhere else instead of waiting that long just to irritate you again.The &amp;quot;deputy's&amp;quot; weighted kick will last until the server is rebooted.&lt;br /&gt;
     The kick does not cause any honor loss to the player who is kicked. The message they get when being punted is a little misleading in that you might think he is loosing 100 experience points for being kicked, but actually that 100 refers to the 100 points of &amp;quot;deputy weight&amp;quot; that the kicker had.&lt;br /&gt;
     The pb_sv_powerdef # setting is used to set the number of power points allocated to players who are not in the local&lt;br /&gt;
     PB Player Power database&lt;br /&gt;
     Use the pb_sv_powermin # setting to specify the number of power points required to be applied to a given player before that player is removed from the game. The pb_sv_powerkicklen # setting holds the number of minutes that players must wait before being allowed to rejoin when removed via this facility. To completely disable this facility, set pb_sv_powerkicklen to 0. &lt;br /&gt;
=Cool / Weird / Useful Things To Do=&lt;br /&gt;
&lt;br /&gt;
==Practise 203 Shots==&lt;br /&gt;
&lt;br /&gt;
     To practise 203 shots, first bind a key to ViewClass Projectile, then shoot a 203 and press the key you set to viewclass projectile. It will make the camera follow the 203. Press the key again to go back to your character. You can also use ViewClass AGP_WeaponPickup to make the camera switch to thrown grenades.&lt;br /&gt;
==Shout Frag Out without Throwing a Grenade==&lt;br /&gt;
&lt;br /&gt;
     &amp;lt;key&amp;gt;=CommoShout | CommoSendMessage 28 | CommoRadio | CommoSendMessage 99&lt;br /&gt;
     Allows you to shout Frag Out! without throwing a grenade.&amp;lt;/key&amp;gt;&lt;br /&gt;
==Healing Yourself==&lt;br /&gt;
&lt;br /&gt;
     If you are shot by the AI soldier in single, you can heal yourself by summoning a person and then avataring into them. Use MPCheat Medic then walk over to your other body and heal it. After healing use Avatar AGP_Characters.AGP_Character to get back into your other body.&lt;br /&gt;
==Different Soldier Weapons==&lt;br /&gt;
&lt;br /&gt;
     You can give the opfor different weapons by summoning one, and then avataring into the soldier, and then using Class &amp;lt;X&amp;gt; to get a different weapon. Use Avatar AGP_Characters.AGP_Character then the soldier will come to life on their own. When they become alive they get a crossbreed with the weapon that you gave them and the AK that they start with. An example is that if you give them the Shotgun. It has a magazine and is auto with 30 rounds instead of 7 shells in single fire.&amp;lt;/X&amp;gt;&lt;br /&gt;
==Tags==&lt;br /&gt;
&lt;br /&gt;
     If you summon some soldiers then do avatar into them then avatar back to your other body and you aim at the person they will have the tag of your name.&lt;br /&gt;
==Coming Back to Life (sort of)==&lt;br /&gt;
&lt;br /&gt;
     If you are killed by AI (you can do this before you are killed just incase you die and don't have any other guys summoned) then you can use the avatar command and go into another soldier. Avatar into them and it's like you have a new life. Each soldier that you summon is kind of like one life. If you are close to the AI when you avatar to the other body either kill it right away or use KillPawns to get rid of it (and all other summoned soldiers).&lt;br /&gt;
==Flying From AI Fire==&lt;br /&gt;
&lt;br /&gt;
     When you summon a soldier and he starts shooting at you jump around a bit. If you are hit in the air you go flying back until you hit something. If you don't have god on, you will most likely die.&lt;br /&gt;
==Reduced Mouse Sensitivity==&lt;br /&gt;
&lt;br /&gt;
     First, copy these aliases into empty aliases in your User.ini file located in your Americas Army\System folder. You might need to renumber them so they go from 1 at the top to 39 at the bottom.&lt;br /&gt;
     Aliases[34]=(Command=&amp;quot;bind MouseX xs1 | onrelease bind MouseX xs2&amp;quot;,Alias=&amp;quot;MouseSlowX&amp;quot;)&lt;br /&gt;
     Aliases[35]=(Command=&amp;quot;bind MouseY ys1 | onrelease bind MouseY ys2&amp;quot;,Alias=&amp;quot;MouseSlowY&amp;quot;)&lt;br /&gt;
     Aliases[36]=(Command=&amp;quot;Count bXAxis | Axis aMouseX Speed=1.0&amp;quot;,Alias=&amp;quot;xs1&amp;quot;)&lt;br /&gt;
     Aliases[37]=(Command=&amp;quot;Count bXAxis | Axis aMouseX Speed=4.0&amp;quot;,Alias=&amp;quot;xs2&amp;quot;)&lt;br /&gt;
     Aliases[38]=(Command=&amp;quot;Count bYAxis | Axis aMousey Speed=1.0&amp;quot;,Alias=&amp;quot;ys1&amp;quot;)&lt;br /&gt;
     Aliases[39]=(Command=&amp;quot;Count bYAxis | Axis aMousey Speed=4.0&amp;quot;,Alias=&amp;quot;ys2&amp;quot;)&lt;br /&gt;
     Next, bind a key to MouseSlowX and MouseSlowY. Example: Tab=MouseSlowX | MouseSlow Y&lt;br /&gt;
     You can change the sensitivity for your fast speed and your slow speed by changing the numbers. So say you want a 8 sensitivity on your fast speed you would change both the 4's to 8's. The 1's are for your slow sensitivity.&lt;br /&gt;
==AutoReload==&lt;br /&gt;
&lt;br /&gt;
     This bind allows you to roll firing, reload, and fix jamming all in one key. The GREAT disadvantage to this bind is that Jumping, or falling off of uneven surfaces WILL cause you to begin to clear a non-existent jam IF (and only if) you are firing while you jump or fall off a surface. There is another way if you turn off the Auto-Zoom, info below.&lt;br /&gt;
     The bind:&lt;br /&gt;
     &amp;lt;key&amp;gt;=button bfire | fire | fixjam | reload&amp;lt;/key&amp;gt;&lt;br /&gt;
     In the event that you come to the end of a clip, your gun will reload the next time you hit fire. If at any time your gun becomes jammed, the next time you hit fire it will clear the jam. Pretty sweet. If you turn of the Auto-Zoom Function however, you should actually use TWO fire keys, one for 'CQB' or what I call 'Twitch' firing, and one for Accurate fire. The reasoning here is twofold: One it allows the actual binds to be brought to full bear with no ill effects, and second you should ALWAYS have a keyboard bound fire key in order to increase overall accuracy (no slight movement due to mouse clicking).&lt;br /&gt;
     So for MY setup I have the following:&lt;br /&gt;
     rightmouse=button bfire | fire | zoom | fixjam | reload&lt;br /&gt;
     &amp;lt;key&amp;gt;=button bfire | fire | fixjam | reload&amp;lt;/key&amp;gt;&lt;br /&gt;
     In all situations where your iron sights are up use your keyboard fire key (in my case X key) and then any time you are moving while firing or in a non-iron sight engagement use your left mouse button. Trust me, you will get used to this type of firing very quickly, and it will feel very natural after no more than 2 weeks. While you are in CQB and on the move if you press jump and fire, or fall off a surface and fire you will now enter a quick zoom that will immediately go back down. This is tons better than having a fixjam and really has no effect on your speed or movement.&lt;br /&gt;
     Disclaimer: You don't necessarily need 2 different fire keys, but in all my experience it is an excellent method of increasing your overall accuracy while your sights are up. If you opt for just one fire key, I would say go for the command string including zoom. Overall it will always perform in CQB or moving battles, but not when you are stationary... but when you are stationary it typically isn't as crucial to have such a bind. My suggestion is that with the default key layout you simply alter the CTRL key from fire to 'button bfire | fire | fixjam | reload'. Also if you disable the autozoom feature than the Zoom | altfire WILL NOT always work correctly and may cause you to change your weapon fire mode on the move.&lt;br /&gt;
==Grenade Zoom==&lt;br /&gt;
&lt;br /&gt;
     This bind doesn't zoom when you have a grenade selected. Rather it allows you to pop the pin off of a grenade WITH THE SAME KEY as you zoom. This means you can easily bind your right mouse button so that you can zoom with it, but also cook grenades with it:&lt;br /&gt;
     &amp;lt;key&amp;gt;=zoom | button baltfire | altfire &amp;lt;/key&amp;gt;&lt;br /&gt;
==Sensitivity Switching==&lt;br /&gt;
&lt;br /&gt;
     This bind allows you to bind a mouse sensitivity switch to actions that you perform. For example you can bind a high sensitivity to your crouch key, and a low sensitivity to your prone key. This allows you to better handle the recoil of the weapon across many positions while retaining all properties and magnitudes of the recoil... It basically makes it more comfortable for you to control.&lt;br /&gt;
     Examples:&lt;br /&gt;
     key=crawling | setsensitivity 4&lt;br /&gt;
     key=crouching | setsensitivity 5&lt;br /&gt;
     key=sprint | setsensitivity 6&lt;br /&gt;
     Obviously this could be used with other actions, but the greatest benefit seems to be with controlling recoil. For instance you could theoretically decrease the mouse sensitivity while you have a 203 armed in order to get better precision.&lt;br /&gt;
==Fire, ReportIn, CallMedic, Fixjam, and Reload combo button==&lt;br /&gt;
&lt;br /&gt;
     Aliases[0]=(Command=&amp;quot;Button bFire | Fire | reportin | callmedic | fixjam | reload&amp;quot;,Alias=&amp;quot;Fire&amp;quot;)&lt;br /&gt;
     Every time you fire it will report your position. Calling for a medic only works if you are wounded, so if you get into a fire fight (works best if you don't blind fire) it will report your position, and if you take a hit while firing it will start calling for a medic while reporting in. If your weapon jams it will automatically fix it and if you run out of ammo it will automatically reload (just like the other useful bind). It only reports when you hit the fire button. So in 3 round burst mode it will report once every 3 rounds. In full auto it would only report for the initial trigger squeeze, so if you take a hit or feel you need to report in again let off the trigger and then start firing again.&lt;br /&gt;
==One Key Sprint==&lt;br /&gt;
&lt;br /&gt;
     &amp;lt;key&amp;gt;=MoveForward | Sprint&lt;br /&gt;
     Allows you to start to sprint with only one key.&amp;lt;/key&amp;gt;&lt;br /&gt;
==_fish_'s Innovation In Sniping Technology==&lt;br /&gt;
&lt;br /&gt;
     First, there's the user.ini aliases&lt;br /&gt;
     Aliases[32]=(Command=&amp;quot;zoom | exec revert.txt&amp;quot;,Alias=&amp;quot;Restore&amp;quot;)&lt;br /&gt;
     Aliases[33]=(Command=&amp;quot;Zoom | exec aim.txt&amp;quot;,Alias=&amp;quot;Aim&amp;quot;)&lt;br /&gt;
     Next, there's all the buttons I had to screw with for this to work&lt;br /&gt;
     MiddleMouse=action&lt;br /&gt;
     Space=Jump&lt;br /&gt;
     A=decreaserange&lt;br /&gt;
     Q=increaserange&lt;br /&gt;
     Z=zerorange&lt;br /&gt;
     MouseWheelDown=grenadefrag&lt;br /&gt;
     MouseWheelUp=Aim&lt;br /&gt;
     Next, I will paste all of revert.txt feel free to copy this directly into a text document and save it as file revert.txt it should work if you do. Also remember that you don't actually have to type in .txt if setting the file format to be saved as to .txt because it will be added automatically by notepad or whatever you are using.&lt;br /&gt;
     bind MouseWheelDown grenadefrag&lt;br /&gt;
     bind MouseWheelUp Aim&lt;br /&gt;
     bind MiddleMouse action&lt;br /&gt;
     bind Space Jump&lt;br /&gt;
     bind A decreaserange&lt;br /&gt;
     bind Q increaserange&lt;br /&gt;
     bind Z zerorange&lt;br /&gt;
     setsensitivity 3&lt;br /&gt;
     Next comes aim.txt same deal, copy and paste all of it and save and it should work just fine.&lt;br /&gt;
     bind MouseWheelDown decreaserange&lt;br /&gt;
     bind MouseWheelUp increaserange&lt;br /&gt;
     bind MiddleMouse zerorange&lt;br /&gt;
     bind Space Restore&lt;br /&gt;
     setsensitivity 0.5&lt;br /&gt;
     Now lets look at the beauty of what exactly it is that happens when you use this. When you are not aiming your rifle in any way, mouse wheel down will put out a frag. This is very useful for when you're in one of those sudden battle situations, you can quickly just whip out a frag and throw it at them. Also, if you want to heal somebody or activate an item of any sort, just hit the middle mouse button. This also works to the advantage of the user because it's at such easy access and it also leaves one more key open on the keyboard. But when you want to aim, things get ALOT better! Say you have the M24 or another sniper rifle. You scroll up to bring up your sights, tuh dah! Everything has changed! The sensitivity of your mouse is dropped to 1/6th of what it was. This means extremely precise shots. Meanwhile, if you are using an AT-4 or RPG you still get that increase in accuracy but at the same time all the features for changing the zero of your sight is set to your finger tips. When you are zoomed you don't need to: jump, activate an item, or pull out a frag grenade. All you need the ability to aim that weapon at the target and hit them accurately the first time.&lt;br /&gt;
     That is what this new set will allow you to do:&lt;br /&gt;
     As a lot of you know, there has been much advice toward lowering your sensitivity when aiming for the expert marksman at M16 range. The downside to this was of course that it would remain. And if you find yourself in the actual combat situation you are going to be horribly handicapped with this low turn rate, but the massive advantages to be gained from such a system were easily noticed. It is much easier to hit your targets. Now you get the incredible accuracy of having a lowered sensitivity and the sight adjustments at your fingertips while at the same time you don't have to sacrifice any of your combat ability. Because lowering your sights causes your sensitivity to go back up to 3, you can still turn and dodge as fast as the other guy. Earlier systems providing almost the same advantages of this system did arise, but as you can clearly see above in the other bind it requires that you hold down the button for the lowered sensitivity. The newly mapped settings require NO holding of a button what so ever! The changing of the sensitivity is caused by raising and lowering your sights, not by pushing, holding, or releasing a button. This means that that finger is still open to use the various features of the gun.&lt;br /&gt;
     Problems noted with the key mappings:&lt;br /&gt;
     Though I am VERY happy with this system and expect to get much better shot groupings with it I do have my concerns. I was debugging the system to make sure all the keys were remapped correctly, and I noticed that when scrolling up to raise sights before the weapon is able to be scoped or aimed or while having an item that is unable to be scoped or aimed that the rebinds of the keys will still take place. I thought of this before actually writing the scripts the first time and tried to avoid it by putting the .txt file execution after the initial zoom of the weapon, hoping that if the weapon isn't zoomed then it wont move onto the next part of the alias. This is not the case. This problem is easily solved by hitting the space bar twice. If you have the weapon lowered or not fully prepped before trying to raise the sights and scroll the mouse wheel up, I suggest giving the mouse wheel a good spin up-wards then hitting space bar to reset all the keys and try it again. This is really the ONLY problem with the key mappings and it's not even worth considering a dismissing flaw.&lt;br /&gt;
=Obsolete Commands=&lt;br /&gt;
&lt;br /&gt;
Important: All commands after this line no longer work.&lt;br /&gt;
     Make Offline OPFOR Alive&lt;br /&gt;
     First summon some soldiers with SummonNPCSoldier. You can have one or many. Type Walk to make them come alive. They will yell in opforian then pull out an AK47. AFter giving them life move away quickly because they will shoot at you. Enable god mode with God so they can't kill you. Note: If you spawn too many and then make them come to life your game will slow down a lot or almost completely stop. If this happens use KillPawns to remove them.&lt;br /&gt;
     Summon Items&lt;br /&gt;
     Characters&lt;br /&gt;
     Summon AGP_Characters.NPC_MedInstructor - Medic instructor&lt;br /&gt;
     Summon AGP_Characters.NPC_Nurse - Nurse&lt;br /&gt;
     Summon AGP_Characters.NPC_SpecialForces - Special Forces&lt;br /&gt;
     Summon AGP_Characters.NPC_MedStudent - Medical Student&lt;br /&gt;
     Summon AGP_Characters.NPC_Student - Student&lt;br /&gt;
     Summon AGP_Characters.NPC_DrillInstructor - Drill Instructor&lt;br /&gt;
     Summon AGP_Characters.NPC_Ambient - Some guy&lt;br /&gt;
     Summon AGP_Characters.NPC_Soldier - Soldier&lt;br /&gt;
     Summon AGP_Characters.NPC_Civilian - Civilian&lt;br /&gt;
     Summon AGP_Characters.NPC_Doctor - Doctor&lt;br /&gt;
     Summon AGP_Characters.NPC_FlightCrew - Flight Crew&lt;br /&gt;
     Summon AGP_Characters.NPC_TowerObserver - Jump Tower Observer&lt;br /&gt;
     Summon AGP_Characters.NPC_TowerObserverFemale - Female Jump Tower Observer&lt;br /&gt;
     Summon AGP_Characters.NPC_AirborneSoldier - Airborne Soldier&lt;br /&gt;
     Summon AGP_Characters.NPC_AirborneInstructor - Airborne Instructor&lt;br /&gt;
     Summon AGP_Characters.NPC_virtualGeorge - Some guy&lt;br /&gt;
     Summon AGP_Characters.AGP_Character - default character (You)&lt;br /&gt;
     Summon AGP_Characters.NPC_Actionable - A guy that doesn't walk or do anything yet&lt;br /&gt;
     Summon AGP_Characters.NPC_Ambient - Same character as actionable, doesn't walk&lt;br /&gt;
     Summon AGP_Characters.NPC_EEGuard - Escape and Evade Gaurd. (this character moves around randomly and looks around. The face part isn't exactly aligned, but it's still pretty cool. He has a weird colored sphere rotating around him. Don't shoot him, it will crash the game.&lt;br /&gt;
     Weapons&lt;br /&gt;
     Summon AGP_Inventory.PickupW_M16A2_Rifle - M16 Rifle&lt;br /&gt;
     Summon AGP_Inventory.PickupW_GP30_Gren - GP30 Grenadier&lt;br /&gt;
     Summon AGP_Inventory.PickupW_M82_Sniper - M82 Sniper Rifle&lt;br /&gt;
     Summon AGP_Inventory.PickupW_RPK_SAW - RPK SAW&lt;br /&gt;
     Summon AGP_Inventory.PickupW_M4A1_Auto_Rifle - M4A1 Rifle&lt;br /&gt;
     Summon AGP_Inventory.PickupW_M249_SAW - M249 SAW&lt;br /&gt;
     Summon AGP_Inventory.PickupW_M24_Sniper - M24 Sniper Rifle&lt;br /&gt;
     Summon AGP_Inventory.PickupW_M203_Gren - M203 Grenader&lt;br /&gt;
     Summon AGP_Inventory.PickupW_AK74su_Rifle - AK74 Rifle&lt;br /&gt;
     Summon AGP_Inventory.PickupW_AK47_Rifle - Ak47 Rifle&lt;br /&gt;
     Summon AGP_Inventory.PickupW_MosinNagant_Sniper - Mosin Nagent Sniper Rifle&lt;br /&gt;
     Summon AGP_Inventory.PickupW_SVD_Sniper - Dragonuv Sniper Rifle&lt;br /&gt;
     Summon AGP_Inventory.PickupW_AT4_Rocket - AT4 Rocket Launcher&lt;br /&gt;
     Summon AGP_Inventory.PickupW_RPG7_Rocket - RPG7 Rocket Launcher&lt;br /&gt;
     Summon AGP_Inventory.PickupW_M870_Shotgun - Shotgun&lt;br /&gt;
     Summon AGP_Inventory.PickupW_M9_Pistol - M9 Pistol&lt;br /&gt;
     Summon AGP_Inventory.PickupW_SPR_Sniper - SPR Sniper Rifle&lt;br /&gt;
     Summon AGP_Inventory.PickupW_Vintorez_Sniper - Vintorez Sniper Rifle&lt;br /&gt;
     Summon AGP_Inventory.Pickup_Headphones - Headphones (very weird, can drop to get rid of it, but doesn't show it being dropped)&lt;br /&gt;
     Grenades&lt;br /&gt;
     Summon AGP_Inventory.PickupT_M67_Frag - Frag Grenade&lt;br /&gt;
     Summon AGP_Inventory.PickupT_M83_Smoke - Smoke Grenade&lt;br /&gt;
     Summon AGP_Inventory.PickupT_M84_Stun - Flash Grenade&lt;br /&gt;
     Summon AGP_Inventory.PickupT_M14_Incendiary - Incendiary Grenade&lt;br /&gt;
     Summon AGP_Inventory.PickupT_MILES_Grenade - Miles Frag Grenade&lt;br /&gt;
     Summon AGP_Inventory.PickupT_RGD5_Frag - Enemy Frag Grenade&lt;br /&gt;
     Summon AGP_Inventory.PickupT_PDM_Mine - PDM Mine&lt;br /&gt;
     Summon AGP_Inventory.PickupT_DoorBreacher_Demo - Door Breacher&lt;br /&gt;
     Summon AGP_Inventory.PickupT_M583_Flare - Flare Grenade (buggy, spawns as Incendiary grenade, picks up into your smoke category, and works like invisible smoke grenade)&lt;br /&gt;
     Summon AGP_Inventory.PickupT_pom_2s - Very buggy, looks like a cylinder when spawned, when thrown opens up like a flower.&lt;br /&gt;
     Ammunition&lt;br /&gt;
     Summon AGP_Inventory.PickupAmmo_40mm_1_Gren - 40 mm Grenade&lt;br /&gt;
     Summon AGP_Inventory.PickupAmmo_556mm_20_Mag - M16 Training Ammo&lt;br /&gt;
     Summon AGP_Inventory.PickupAmmo_556mm_30_Mag - M4/16 ammo&lt;br /&gt;
     Summon AGP_Inventory.PickupAmmo_556mm_200_Belt - M249 ammo&lt;br /&gt;
     Summon AGP_Inventory.PickupAmmo_762mm_100_Drum - RPK ammo&lt;br /&gt;
     Summon AGP_Inventory.pickupammo_545mm_30_mag - AK47/AK74 ammo&lt;br /&gt;
     Summon AGP_Inventory.PickupAmmo_762mm_5_Rounds - M24/MOS ammo&lt;br /&gt;
     Summon AGP_Inventory.PickupAmmo_127mm_10 - M82/SVD ammo&lt;br /&gt;
     Summon AGP_Inventory.PickupAmmo_30mm_1_gren - GP30 ammo&lt;br /&gt;
     Summon AGP_Inventory.PickupAmmo_RPG7_PG7B - RPG ammo&lt;br /&gt;
     Summon AGP_Inventory.PickupAmmo_12gauge_7_rounds - Shotgun ammo&lt;br /&gt;
     Summon AGP_Inventory.PickupAmmo_9x19mm_15_mag - M9 ammo&lt;br /&gt;
     Objects&lt;br /&gt;
     Summon AGP_Objects.AGP_PalmTree - Palm Tree&lt;br /&gt;
     Summon AGP_Objects.AGP_RangeFlag - Flag&lt;br /&gt;
     Effects&lt;br /&gt;
     Summon AGP_Effects.Fx_Exp_BigFire - A large fire&lt;br /&gt;
     Summon AGP_Effects.Fx_Exp_MediumFire - A medium fire&lt;br /&gt;
     Summon AGP_Effects.Fx_Exp_SmallFire - A small fire&lt;br /&gt;
     Summon AGP_Effects.Fx_Exp_Incendiary - Incendiary Explosion&lt;br /&gt;
     Summon AGP_Effects.Fx_Exp_IncendiaryFire - Fire created by Incendiary&lt;br /&gt;
     Summon AGP_Effects.Fx_Exp_MediumBlackFire - Medium fire with black smoke&lt;br /&gt;
     Summon AGP_Effects.Fx_Exp_Smoke - Black smoke without fire&lt;br /&gt;
     Summon AGP_Effects.Fx_Exp_TireExplosion - Some type of explosion?&lt;br /&gt;
     Summon AGP_Effects.Fx_Exp_VehicleDeath - Appears to be what will happen when a vehicle is destoryed when added into the game&lt;br /&gt;
     Summon AGP_Effects.CyanTracerEmitter - :D&lt;br /&gt;
     Summon AGP_Effects.M83SmokeEmitter - Same effect as throwing a Smoke Grenade, except it goes on forever&lt;br /&gt;
     Summon AGP_Effects.RPG7MuzzleFlash - Backfire effect of RPG?&lt;br /&gt;
     Summon AGP_Effects.BDMMuzzleFlash - Backfire effect of BDM&lt;br /&gt;
     Summon AGP_Effects.Aux_Em_CompMonitor - Appears to be what happens when you shoot a computer ingame.&lt;br /&gt;
     Summon AGP_Effects.Aux_Em_FlareSmokeTrail - Smoke with sparks coming out of it&lt;br /&gt;
     Summon AGP_Effects.Aux_Em_GlassPane - Glass breaking&lt;br /&gt;
     Summon AGP_Effects.Aux_Em_GlassPane2 - Same as above, more glass&lt;br /&gt;
     Summon AGP_Effects.Aux_Em_GP30Smoke - Smoke from a GP30&lt;br /&gt;
     Summon AGP_Effects.Aux_Em_Mortar - Have no clue what this is, but I like where its going. :P&lt;br /&gt;
     Summon AGP_Effects.Aux_Em_PG7Bsmoke - Looks like a GP30 Trail&lt;br /&gt;
     Summon AGP_Effects.Aux_Light_ExpLightB - Light of RPG being shot?&lt;br /&gt;
     Summon AGP_Effects.Aux_Light_Signal - Some type of glowing light&lt;br /&gt;
     Summon AGP_Effects.Em_Bt_BDMexplosion - explosion from a BDM&lt;br /&gt;
     Summon AGP_Effects.Em_Bt_Cloth - these next 5 appear to be what happens when you either shoot or walk on these surfaces&lt;br /&gt;
     Summon AGP_Effects.Em_Bt_Concrete&lt;br /&gt;
     Summon AGP_Effects.Em_Bt_Dirt&lt;br /&gt;
     Summon AGP_Effects.Em_Bt_DirtChunk&lt;br /&gt;
     Summon AGP_Effects.Em_Bt_DirtSquib&lt;br /&gt;
     Summon AGP_Effects.Em_Bt_Door_Breach_Explosion - explosion from a door breacher&lt;br /&gt;
     Summon AGP_Effects.Em_Bt_Electronics - same as door_breach_explosion&lt;br /&gt;
     Summon AGP_Effects.Em_Bt_Flashbang - Flashbang explosion&lt;br /&gt;
     Summon AGP_Effects.Em_Bt_Glass&lt;br /&gt;
     Summon AGP_Effects.Em_Bt_Grass&lt;br /&gt;
     Summon AGP_Effects.Em_Bt_GrenExplosion - appears to be some type of grenade explosion, or at least the old one.&lt;br /&gt;
     Summon AGP_Effects.Em_Bt_GrenExplosionB - this mixed with the first one, appears to look like a grenade.&lt;br /&gt;
     Summon AGP_Effects.Em_Bt_Liquid&lt;br /&gt;
     Summon AGP_Effects.Em_Bt_Metal&lt;br /&gt;
     Summon AGP_Effects.Em_Bt_PG7Bexplosion - PG7B Explosion&lt;br /&gt;
     Summon AGP_Effects.Em_Bt_Plaster&lt;br /&gt;
     Summon AGP_Effects.Em_Bt_Sand&lt;br /&gt;
     Summon AGP_Effects.Em_Bt_Snow&lt;br /&gt;
     Summon AGP_Effects.Em_Bt_Sile&lt;br /&gt;
     Summon AGP_Effects.Em_Bt_Wood&lt;br /&gt;
==Other Commands==&lt;br /&gt;
     SkinTonePref - =&amp;lt; None | Light | Medium | Dark &amp;gt;&lt;br /&gt;
     Class B - Shotgun&lt;br /&gt;
     Walk - Still counters the Fly/Ghost commands, but no longer brings NPC's to life&lt;br /&gt;
     GrenadePDM - Select a PDM Mine from your inventory&lt;br /&gt;
     BehindView &amp;lt; 1 | 0 &amp;gt; - For 3rd person on/off&lt;br /&gt;
     SetWeapon - Used to change the weapon used as SF&lt;br /&gt;
     Preferences - Allows you to see various settings. Do not try to edit Aliases, only keybinds. Sometimes makes the game crash.&lt;br /&gt;
     Stat Anim - Shows where animations come from.&lt;br /&gt;
     Rend PerBone - Adds wireframe to the characters body kind of, not sure exactly, see it with behindview or freecamera&lt;br /&gt;
     Rend Skin - Toggles skin. Doesn't render enemies, only renders teammates that have helmets and the bullets that they have in their gun's chamber&lt;br /&gt;
     Show Fog - To turn off fog&lt;br /&gt;
     Show Coronas - To turn off lights&lt;br /&gt;
     Show Particles - To turn off particles (i.e. smoke)&lt;br /&gt;
     Show Projectors - To turn off damage skins, shadows, etc&lt;br /&gt;
     Show Radii - To show hit radii for grenades&lt;br /&gt;
     Show Sky - To turn off sky&lt;br /&gt;
     Show StaticMeshes - To turn off objects&lt;br /&gt;
     Show Terrain - To turn off terrain&lt;br /&gt;
     Debug Crash - Test crashes the game with an error&lt;br /&gt;
     [color=#000000]Debug EatMEM - Tests memory allocation until full (completely freezes your computer)&lt;br /&gt;
     Debug GPF - Test crashes the game with a general protection fault error&lt;br /&gt;
     Debug Recurse - Test crashes the game by infinite recursion&lt;br /&gt;
     Sockets - Displays a list of sockets in use&lt;br /&gt;
     Report -&lt;br /&gt;
     Invisible - Toggle Invisibility&lt;br /&gt;
     WinMatch - Tells the game to act like you've won&lt;br /&gt;
     Watch Karma Ragdoll Again on an Already Dead NPC&lt;br /&gt;
     Open a single player map and summon a soldier. Type Walk. Kill it however you like. Now either bind walk or type walk and keep hitting up and enter in the console. You can now see the how karma will react in different ways to the type of way you killed the soldier.&lt;br /&gt;
     RMode &amp;lt;#&amp;gt; - Changes the texture/model viewing modes, where &amp;lt;#&amp;gt; is 1 through 9&lt;br /&gt;
     1) Wireframe&lt;br /&gt;
     2) Blue Surfaces, Zone/Portal mode&lt;br /&gt;
     3) Pastel Surfaces, Texture Usage Mode (this only shows texture usage on BSP geometry)&lt;br /&gt;
     4) White Surfaces, BSP Cuts Mode&lt;br /&gt;
     5) Standard, Dynamic Light Mode (this is the normal in game mode)&lt;br /&gt;
     6) More Intense, Textured Mode&lt;br /&gt;
     7) No Textures, Lighting Only Mode&lt;br /&gt;
     8) Solarized, Depth Complexity Mode&lt;br /&gt;
     9) Much More Intense, More Textured Mode[/color]&lt;br /&gt;
&lt;br /&gt;
Special thanks to -}MoS{-Evndude, for being the original creator of the Commands and Keybinding thread. Also thanks to the following, for contributing to this thread: Quote:&lt;br /&gt;
Devil_Man, {4077}MrBunnie, DavidCR125, gabbo, RG_Punisher_, the RPE clan, IntelRecon.com, CGDSaTx, J0hnGalt, [OA]The Saint, -=BRC=-Tippis, R4G3, General Confufion, [njG]ColeusRattus, FireBuzzard, -MoD-Smoke_em, AtonalPanic, GEN. HAMMOND, Ranger 51, {AwG}JAW, -=UEO=--Sky_Lord-, M203, J-axx, TSO-NoVa, Child of Q, [NH]MainEvent, Thisistname83, inos, =sfs=JohnDoe, {TfC[R]}FluffyBunny, {3CR}commie, {WP}_Gedron, CappyR[Ancients], 60Gnr, ncsu1, _fish_, }T{MM_Snuffy, _][Ghost][_, [DC]flameshad0w, Dog_Soldier_Reecy, Master_Ghost_Knight, (EGI)fanatic4, and Z3rk.&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=Dedicated_server</id>
		<title>Dedicated server</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=Dedicated_server"/>
				<updated>2016-11-03T05:47:24Z</updated>
		
		<summary type="html">&lt;p&gt;Teddy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page explains how to set up a dedicated server with Assist.&lt;br /&gt;
The readme file has been copied from a server downloaded with Assist Server Manager (LReadme.txt in the server folder).&lt;br /&gt;
&lt;br /&gt;
==README==&lt;br /&gt;
&lt;br /&gt;
AA25.ORG AMERICAS ARMY 2.5ASSIST DEDICATED SERVER README&lt;br /&gt;
LINUX SERVER INSTRUCTIONS&lt;br /&gt;
&lt;br /&gt;
First you must have an existing americas army 2.5 installation,&lt;br /&gt;
&lt;br /&gt;
If you do not follow these instuctions to download and install it...&lt;br /&gt;
===Installing AA2.5===&lt;br /&gt;
Login to your server on the console or remotely using SSH:&lt;br /&gt;
&lt;br /&gt;
Move into your home folder:&lt;br /&gt;
 cd ~&lt;br /&gt;
&lt;br /&gt;
Download the installation package:&lt;br /&gt;
 wget http://ftp.free.fr/mirrors/AmericasArmy/Linux_v2.5.0/armyops250-linux.run&lt;br /&gt;
&lt;br /&gt;
Set executable and execute:&lt;br /&gt;
 chmod +x armyops250-linux.run&lt;br /&gt;
 ./armyops250-linux.run&lt;br /&gt;
&lt;br /&gt;
When asked for an installation path enter: ~/armyops&lt;br /&gt;
&lt;br /&gt;
Say no to symbolic links&lt;br /&gt;
&lt;br /&gt;
Select Base Install&lt;br /&gt;
&lt;br /&gt;
Say no to startup menu entrys&lt;br /&gt;
&lt;br /&gt;
After some time the installation will complete.&lt;br /&gt;
&lt;br /&gt;
You may now delete the installation package:&lt;br /&gt;
 rm armyops250-linux.run&lt;br /&gt;
&lt;br /&gt;
===2.5ASSIST DEDEICATE SERVER INSTALLATION===&lt;br /&gt;
Move into your americas army 'System' folder&lt;br /&gt;
&lt;br /&gt;
On our fresh install you would use:&lt;br /&gt;
 cd ~/armyops/System&lt;br /&gt;
&lt;br /&gt;
On an existing 25Assist(GUI) Installation use:&lt;br /&gt;
 cd ~/25Assist/armyops/System&lt;br /&gt;
&lt;br /&gt;
IMPORTANT, Rename server-bin to serverx&lt;br /&gt;
 mv server-bin serverx&lt;br /&gt;
 chmod +x serverx&lt;br /&gt;
&lt;br /&gt;
Download and extract 2.5assist:&lt;br /&gt;
 wget http://downloads.sourceforge.net/project/aa25assist/Binaries/ldedisrv.zip&lt;br /&gt;
 unzip ldedisrv.zip&lt;br /&gt;
 chmod +x server-bin&lt;br /&gt;
&lt;br /&gt;
Now edit the aa25.ini file with your required settings:&lt;br /&gt;
 nano aa25.ini&lt;br /&gt;
&lt;br /&gt;
Start the Server:&lt;br /&gt;
 ./server-bin GLOBAL map-filename &lt;br /&gt;
&lt;br /&gt;
(replace map-filename with your choosen map, bridge, insurgent_camp, radio_tower, etc.)&lt;br /&gt;
&lt;br /&gt;
(Optional command-line arguments  -Port=1716  -Multihome=0.0.0.0  override settings in aa25.ini)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional pb commands can be added by creating ServerMessage.cfg in the &amp;quot;pb&amp;quot; folder and adding them there.&lt;br /&gt;
&lt;br /&gt;
You might have to install this to get it to work:&lt;br /&gt;
 apt-get install lib32stdc++6&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=Player_Admin_Guide</id>
		<title>Player Admin Guide</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=Player_Admin_Guide"/>
				<updated>2016-03-16T10:22:00Z</updated>
		
		<summary type="html">&lt;p&gt;Ronski: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player admin role is a responsible role set for a player, who is able to administrate the game when it's needed. Player admin has Admin Panel interface what to use ( default key to it is F12 ), but player admin can also use various console commands. Here's a list of the most common player admin console commands and explanation for what they are used for:&lt;br /&gt;
&lt;br /&gt;
== admin forceclass ==&lt;br /&gt;
Usage: admin forceclass &amp;lt;playername or playerid&amp;gt; &amp;lt;weapon&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A command to force certain weapons class to single player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== admin message ==&lt;br /&gt;
Usage: admin message &amp;lt;your message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;your message&amp;quot; will be displayed for everyone in the middle of the screen inside of a box. Used to inform about various stuff, will be displayed only for few seconds and doesn't leave any text to console.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== admin pb_sv_banempty ==&lt;br /&gt;
Usage: admin pb_sv_banempty&lt;br /&gt;
&lt;br /&gt;
While typed to console it clears the PunkBuster banlist where people are ending up every now and then. This command wont clear the actual banlist from your server, it only clears PunkBuster's automatically added bans, which are mostly coming from ignoring md5 queries or other connection issues at players side. Respect players at your server and clear the bug ban list when you see someone ending there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== admin say ==&lt;br /&gt;
Usage: admin say &amp;lt;your message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;your message&amp;quot; will be displayed as red text in console. Everyone at server will see the message, no matter are they dead or alive. Used to inform various stuff or to highlight that it's admin talking, unlike &amp;quot;admin message&amp;quot; this one stays visible at console. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== afc ==&lt;br /&gt;
Usage: afc &amp;lt;weapon&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a command to force certain weapon class for everyone at server. For example '''afc m9''' typed to console will force class m9 for everyone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ass ==&lt;br /&gt;
Usage: ass&lt;br /&gt;
&lt;br /&gt;
This command typed to console means admin forcing everyone to switch sides at once. Player will get a message of being swapped to another team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== csay ==&lt;br /&gt;
Usage: csay &amp;lt;your message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;your message&amp;quot; will be displayed as brown text and only for other player admins. Csay is a way for admins to talk with each other during game.&lt;/div&gt;</summary>
		<author><name>Ronski</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=Map_Names</id>
		<title>Map Names</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=Map_Names"/>
				<updated>2016-01-01T13:30:25Z</updated>
		
		<summary type="html">&lt;p&gt;Teddy: Fixed typo (sort of)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Used when you want to use the file name to start a specific map:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''Map Name '''&lt;br /&gt;
|'''File Name '''&lt;br /&gt;
|'''Category '''&lt;br /&gt;
|'''Number of slots '''&lt;br /&gt;
|-&lt;br /&gt;
|[AA3] Airfield&lt;br /&gt;
|AA3_AirField&lt;br /&gt;
|AA3&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|[AA3] Alley&lt;br /&gt;
|AA3_Alley&lt;br /&gt;
|AA3&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|[AA3] Bridge&lt;br /&gt;
|AA3_Bridge&lt;br /&gt;
|AA3&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|[AA3] Impact&lt;br /&gt;
|AA3_Impact&lt;br /&gt;
|AA3&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|[AA3] Pipeline&lt;br /&gt;
|AA3_Pipeline&lt;br /&gt;
|AA3&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|[AA3] Ranch&lt;br /&gt;
|AA3_Ranch&lt;br /&gt;
|AA3&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|[AA3] Shantytown&lt;br /&gt;
|AA3_Shantytown&lt;br /&gt;
|AA3&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|[AA3] Stronghold&lt;br /&gt;
|AA3_Stronghold&lt;br /&gt;
|AA3&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|Border&lt;br /&gt;
|Border&lt;br /&gt;
|172nd Sep. Infantry BDE&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|Bridge Crossing&lt;br /&gt;
|Bridge&lt;br /&gt;
|172nd Sep. Infantry BDE&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|Bridge SE&lt;br /&gt;
|Bridge_SE&lt;br /&gt;
|172nd Sep. Infantry BDE&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|Dusk&lt;br /&gt;
|Dusk&lt;br /&gt;
|75th Ranger Regiment&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|FLS Assault&lt;br /&gt;
|FLS&lt;br /&gt;
|82nd Airborne&lt;br /&gt;
|20 (14 Assault + 6 Defence)&lt;br /&gt;
|-&lt;br /&gt;
|Headquarters Raid&lt;br /&gt;
|HQ_Raid&lt;br /&gt;
|10th Mountain Division&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Insurgent Camp&lt;br /&gt;
|Insurgent_Camp&lt;br /&gt;
|10th Mountain Division&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|JRTC Farm Raid&lt;br /&gt;
|JRTC_Farm&lt;br /&gt;
|82nd Airborne&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|Mountain Ambush&lt;br /&gt;
|Mountain_Ambush&lt;br /&gt;
|Ranger School&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|Mountain Pass&lt;br /&gt;
|Mountain_Pass&lt;br /&gt;
|172nd Sep. Infantry BDE&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|Mountain Pass SE&lt;br /&gt;
|Mountain_Pass_SE&lt;br /&gt;
|172nd Sep. Infantry BDE&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|MOUT McKenna&lt;br /&gt;
|MOUT_McKenna&lt;br /&gt;
|Infantry Training&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] Aztec&lt;br /&gt;
|MP_Aztec&lt;br /&gt;
|[mAAp] CQB&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] Berg&lt;br /&gt;
|MP_Berg&lt;br /&gt;
|[mAAp] Outdoor&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] Breakout&lt;br /&gt;
|MP_Breakout&lt;br /&gt;
|[mAAp] CQB&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] Bridge Construction&lt;br /&gt;
|MP_Bridge_Construction&lt;br /&gt;
|[mAAp] Renovated&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] Bunker Crisis&lt;br /&gt;
|MP_Bunker_Crisis&lt;br /&gt;
|[mAAp] Outdoor&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] City Block&lt;br /&gt;
|MP_City_Block&lt;br /&gt;
|[mAAp] City&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] Forest&lt;br /&gt;
|MP_Forest&lt;br /&gt;
|[mAAp] Outdoor&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] Glass Kill House&lt;br /&gt;
|MP_Glass_Kill_House&lt;br /&gt;
|[mAAp] Aim&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] Ice&lt;br /&gt;
|MP_Ice&lt;br /&gt;
|[mAAp] Outdoor&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] Monkey Island&lt;br /&gt;
|MP_Monkey_Island&lt;br /&gt;
|[mAAp] Outdoor&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] PBall&lt;br /&gt;
|MP_PBall&lt;br /&gt;
|[mAAp] Aim&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] Petrol&lt;br /&gt;
|MP_Petrol&lt;br /&gt;
|[mAAp] City&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] Pipeline&lt;br /&gt;
|MP_Pipeline&lt;br /&gt;
|[mAAp] Renovated&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] Pool Day&lt;br /&gt;
|MP_Pool_Day&lt;br /&gt;
|[mAAp] CBQ &lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] Rooftop&lt;br /&gt;
|MP_Rooftop&lt;br /&gt;
|[mAAp] CBQ &lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] Residence&lt;br /&gt;
|MP_Residence&lt;br /&gt;
|[mAAp] CBQ &lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] SF Contingency&lt;br /&gt;
|MP_SF_Contingency&lt;br /&gt;
|[mAAp] SF&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] SF Office Assault&lt;br /&gt;
|MP_SF_Office_Assault&lt;br /&gt;
|[mAAp] SF&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] Shipment&lt;br /&gt;
|MP_Shipment&lt;br /&gt;
|[mAAp] CBQ &lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] Square&lt;br /&gt;
|MP_Square&lt;br /&gt;
|[mAAp] City&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|Steamroller&lt;br /&gt;
|MP_Steamroller&lt;br /&gt;
|[285]&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] Teh Yeti's Lair&lt;br /&gt;
|MP_TehYetisLair&lt;br /&gt;
|[mAAp] Aim&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] Urban Assault SE&lt;br /&gt;
|MP_Urban_Assault_SE&lt;br /&gt;
|[mAAp] Renovated&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|[mAAp] UT04&lt;br /&gt;
|MP_UT04&lt;br /&gt;
|[mAAp] Aim&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|Pipeline&lt;br /&gt;
|Pipeline&lt;br /&gt;
|172nd Sep. Infantry BDE&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|Pipeline SF&lt;br /&gt;
|Pipeline_SF&lt;br /&gt;
|SF Exclusive&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|Radio Tower&lt;br /&gt;
|Radio_Tower&lt;br /&gt;
|75th Ranger Regiment&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|River Basin&lt;br /&gt;
|River_Basin&lt;br /&gt;
|10th Mountain Division&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|SF Arctic&lt;br /&gt;
|SFarctic&lt;br /&gt;
|Special Forces&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|SF Blizzard&lt;br /&gt;
|SFblizzard&lt;br /&gt;
|SF Exclusive&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|SF Courtyard&lt;br /&gt;
|SFCourtyard&lt;br /&gt;
|Special Forces&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|SF CSAR&lt;br /&gt;
|SFcsar&lt;br /&gt;
|Special Forces&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|SF Dockside&lt;br /&gt;
|SFDockside&lt;br /&gt;
|SF Exclusive&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|SF Extraction&lt;br /&gt;
|SFextraction&lt;br /&gt;
|Special Forces&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|SF Hospital&lt;br /&gt;
|SFhospital&lt;br /&gt;
|Special Forces&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|SF Oasis&lt;br /&gt;
|SFoasis&lt;br /&gt;
|Special Forces&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|SF PCR&lt;br /&gt;
|SFPCR&lt;br /&gt;
|Special Forces&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|SF Recon&lt;br /&gt;
|SFrecon&lt;br /&gt;
|Special Forces&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|SF Sandstorm&lt;br /&gt;
|SFsandstorm&lt;br /&gt;
|Special Forces&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|SF Taiga&lt;br /&gt;
|SFtaiga&lt;br /&gt;
|Special Forces&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|SF Village&lt;br /&gt;
|SFvillage&lt;br /&gt;
|Special Forces&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|SF Water Treatment&lt;br /&gt;
|SFWaterTreatment&lt;br /&gt;
|SF Exclusive&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|Swamp Raid&lt;br /&gt;
|Swamp_Raid&lt;br /&gt;
|Ranger School&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Collapsed Tunnel&lt;br /&gt;
|Tunnel&lt;br /&gt;
|10th Mountain Division&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|Urban Assault&lt;br /&gt;
|Urban_Assault&lt;br /&gt;
|172nd Sep. Infantry BDE&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|Weapons Cache&lt;br /&gt;
|Weapons_Cache&lt;br /&gt;
|75th Ranger Regiment&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|Weapons Cache SE&lt;br /&gt;
|Weapons_Cache_SE&lt;br /&gt;
|75th Ranger Regiment&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|Woodland Outpost&lt;br /&gt;
|Woodland_Outpost&lt;br /&gt;
|75th Ranger Regiment&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|Canyon&lt;br /&gt;
|MP_Canyon&lt;br /&gt;
|[285]&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|District&lt;br /&gt;
|MP_District&lt;br /&gt;
|[285]&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|ESL Dusk&lt;br /&gt;
|MP_ESLDusk&lt;br /&gt;
|[285]&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|Interdiction&lt;br /&gt;
|MP_Interdiction&lt;br /&gt;
|[285]&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|SMU GH RiverVillage&lt;br /&gt;
|MP_RiverVillage&lt;br /&gt;
|[285]&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|Rummage&lt;br /&gt;
|MP_Rummage&lt;br /&gt;
|[285]&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|SMU GH SFFloodgate&lt;br /&gt;
|MP_SF_Floodgate&lt;br /&gt;
|[285]&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|SMU GH SFOldTown&lt;br /&gt;
|MP_SF_OldTown&lt;br /&gt;
|[285]&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|SMU GH SFRefinery&lt;br /&gt;
|MP_SF_Refinery&lt;br /&gt;
|[285]&lt;br /&gt;
|26&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ELiZ</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=RPG-7</id>
		<title>RPG-7</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=RPG-7"/>
				<updated>2015-04-02T13:54:59Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: Created page with &amp;quot;; Specifications RPG-7  * Features: Single shot, Reloadable, antipersonnel and anti-armor capabilities * Caliber: 85mm High Explosive Anti-Tank * Ammuni...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;; Specifications [[File:rpg.jpg|thumb|RPG-7]]&lt;br /&gt;
&lt;br /&gt;
* Features: Single shot, Reloadable, antipersonnel and anti-armor capabilities&lt;br /&gt;
* Caliber: 85mm High Explosive Anti-Tank&lt;br /&gt;
* Ammunition Capacity: Varies&lt;br /&gt;
* Rate Of Fire: Single shot&lt;br /&gt;
* Range: 500m&lt;br /&gt;
* Muzzle Velocity: NA&lt;br /&gt;
* Length:&lt;br /&gt;
:: 37.8in (unloaded)&lt;br /&gt;
:: 52.6in (loaded)&lt;br /&gt;
&lt;br /&gt;
* BEWARE BACKBLAST!&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=Makarov</id>
		<title>Makarov</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=Makarov"/>
				<updated>2015-04-02T13:53:27Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: Created page with &amp;quot;;Specifications Makarov  * Features: Semiautomatic (cannot be used in-game) * Caliber: 9x18mm * Ammunition Capacity: 8-round box magazine * Rate Of...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Specifications [[File:makarov.jpg|thumb|Makarov]]&lt;br /&gt;
&lt;br /&gt;
* Features: Semiautomatic (cannot be used in-game)&lt;br /&gt;
* Caliber: 9x18mm&lt;br /&gt;
* Ammunition Capacity: 8-round box magazine&lt;br /&gt;
* Rate Of Fire: NA&lt;br /&gt;
* Range: 15-20m&lt;br /&gt;
* Muzzle Velocity: 430m/s&lt;br /&gt;
* Length: 6.33in&lt;br /&gt;
&lt;br /&gt;
* NOTE: This weapon is merely a 3rd person model, and cannot be selected or picked up from the battlefield.&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=VSS_Vintorez</id>
		<title>VSS Vintorez</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=VSS_Vintorez"/>
				<updated>2015-04-02T13:49:09Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: Created page with &amp;quot;.Specifications VSS Vintorez   * Features: Semiautomatic, or automatic, scope, integrated suppressor * Caliber: 9x39mm * Ammunition Capacity: 10-round b...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.Specifications [[File:vss.jpg|thumb|VSS Vintorez]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Features: Semiautomatic, or automatic, scope, integrated suppressor&lt;br /&gt;
* Caliber: 9x39mm&lt;br /&gt;
* Ammunition Capacity: 10-round box magazine&lt;br /&gt;
* Rate Of Fire: NA&lt;br /&gt;
* Range: 300-400m (max)&lt;br /&gt;
* Muzzle Velocity: 290-300m/s&lt;br /&gt;
* Length: 35.19in&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=Dragunov_SVD</id>
		<title>Dragunov SVD</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=Dragunov_SVD"/>
				<updated>2015-04-02T13:47:55Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: Created page with &amp;quot;; Specifications Dragunov SVD   * Features: Semiautomatic, scope * Caliber: 7.62x54mm * Ammunition Capacity: 10-round box magazine * Rate Of Fire: NA *...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;; Specifications [[File:svd.jpg|thumb|Dragunov SVD]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Features: Semiautomatic, scope&lt;br /&gt;
* Caliber: 7.62x54mm&lt;br /&gt;
* Ammunition Capacity: 10-round box magazine&lt;br /&gt;
* Rate Of Fire: NA&lt;br /&gt;
* Range: 800m (max)&lt;br /&gt;
* Muzzle Velocity: 830m/s&lt;br /&gt;
* Length: 48in&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=Mosin-Nagant</id>
		<title>Mosin-Nagant</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=Mosin-Nagant"/>
				<updated>2015-04-02T13:46:50Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: Created page with &amp;quot;; Specifications Mosin-Nagant   * Features: Bolt-action, scope * Caliber: 7.62x54mm * Ammunition Capacity: 5-round internal magazine * Rate Of Fire: NA...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;; Specifications [[File:mos.jpg|thumb|Mosin-Nagant]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Features: Bolt-action, scope&lt;br /&gt;
* Caliber: 7.62x54mm&lt;br /&gt;
* Ammunition Capacity: 5-round internal magazine&lt;br /&gt;
* Rate Of Fire: NA&lt;br /&gt;
* Range: 800m (max)&lt;br /&gt;
* Muzzle Velocity: 860m/s&lt;br /&gt;
* Length: 40.15in&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=RPK</id>
		<title>RPK</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=RPK"/>
				<updated>2015-04-02T13:45:29Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: Created page with &amp;quot;;Specifications RPK   * Features: Semiautomatic, or automatic only * Caliber: 7.62x39mm * Ammunition Capacity: 100 round drum magazine * Rate Of Fire: :...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Specifications [[File:rpk.jpg|thumb|RPK]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Features: Semiautomatic, or automatic only&lt;br /&gt;
* Caliber: 7.62x39mm&lt;br /&gt;
* Ammunition Capacity: 100 round drum magazine&lt;br /&gt;
* Rate Of Fire:&lt;br /&gt;
:: 600rpm (cyclic)&lt;br /&gt;
:: 40rpm (semi)&lt;br /&gt;
:: 100rpm (auto)&lt;br /&gt;
* Range: 300m (max)&lt;br /&gt;
* Muzzle Velocity: 710m/s&lt;br /&gt;
* Length: 40.75in&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=AK-47_/_GP30_Grenade_Launcher</id>
		<title>AK-47 / GP30 Grenade Launcher</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=AK-47_/_GP30_Grenade_Launcher"/>
				<updated>2015-04-02T13:43:59Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Specifications [[File:gp.jpg|thumb|AK-47 / GP30 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
* Features: Semiautomatic, or automatic only, grenade launcher&lt;br /&gt;
* Caliber: 7.62x39mm&lt;br /&gt;
* Ammunition Capacity: 30 round box magazine&lt;br /&gt;
* Rate Of Fire:&lt;br /&gt;
:: 600rpm (cyclic)&lt;br /&gt;
:: 40rpm (semi)&lt;br /&gt;
:: 100rpm (auto)&lt;br /&gt;
* Range: 300m (max)&lt;br /&gt;
* Muzzle Velocity: 710m/s&lt;br /&gt;
* Length: 34.2in&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=AKS-74U</id>
		<title>AKS-74U</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=AKS-74U"/>
				<updated>2015-04-02T13:42:15Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: Created page with &amp;quot;; Specifications AKS-74U   * Features: Semiautomatic, or automatic only, BS-1 suppressed grenade launcher and assorted optics.  * Caliber: 5.45x39mm...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;; Specifications [[File:AKS-74U.jpg|thumb|AKS-74U]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Features: Semiautomatic, or automatic only, BS-1 suppressed grenade launcher and assorted optics. &lt;br /&gt;
* Caliber: 5.45x39mm&lt;br /&gt;
* Ammunition Capacity: 30 round box magazine&lt;br /&gt;
* Rate Of Fire:&lt;br /&gt;
:: 600rpm (cyclic)&lt;br /&gt;
:: 40rpm (semi)&lt;br /&gt;
:: 100rpm (auto)&lt;br /&gt;
* Range: 300m (max)&lt;br /&gt;
* Muzzle Velocity: 710m/s&lt;br /&gt;
* Length:&lt;br /&gt;
:: 28.94in (stock extended)&lt;br /&gt;
:: 19.29 (stock retracted)&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=AK-47_Assault_Rifle</id>
		<title>AK-47 Assault Rifle</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=AK-47_Assault_Rifle"/>
				<updated>2015-04-02T13:37:06Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;; Specifications [[File:ak.jpg|thumb|AK-47 Assault Rifle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Features: Semiautomatic, or automatic only&lt;br /&gt;
* Caliber: 7.62x39mm&lt;br /&gt;
* Ammunition Capacity: 30 round box magazine&lt;br /&gt;
* Rate Of Fire: &lt;br /&gt;
:: 600rpm (cyclic)&lt;br /&gt;
:: 40rpm (semi&lt;br /&gt;
:: 100rpm (auto)&lt;br /&gt;
* Range: 300m (max)&lt;br /&gt;
* Muzzle Velocity: 710m/s&lt;br /&gt;
* Length: &lt;br /&gt;
:: 34.2in with stock extended&lt;br /&gt;
:: 26.8 with stock collapsed&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=AGP-DB14_Door_Breaching_Charge</id>
		<title>AGP-DB14 Door Breaching Charge</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=AGP-DB14_Door_Breaching_Charge"/>
				<updated>2015-04-02T11:39:47Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: Created page with &amp;quot;; Specifications AGP-DB14 Door Breaching Charge  This is a field-constructed charge used to breach doors. However some doorways may be too strong f...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;; Specifications [[File:breacher.jpg|thumb|AGP-DB14 Door Breaching Charge]]&lt;br /&gt;
&lt;br /&gt;
This is a field-constructed charge used to breach doors. However some doorways may be too strong for this charge, and would require heavier weaponry (e.g.: BDM). The charge has a 5-6 second fuse, and requires a few seconds to place onto the door.&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=M84_Stun_Grenade</id>
		<title>M84 Stun Grenade</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=M84_Stun_Grenade"/>
				<updated>2015-04-02T11:38:41Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Specifications [[File:flash.jpg|thumb|M84 Stun Grenade]]&lt;br /&gt;
&lt;br /&gt;
* Features: Can be thrown, or rolled&lt;br /&gt;
* Fuse Length: 1-2 seconds&lt;br /&gt;
* Filler: 4.5g of Magnesium Mixture&lt;br /&gt;
* Capabilities: Generates blinding flash and sound effects&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=AN-M14_TH3_Incendiary_Hand_Grenade</id>
		<title>AN-M14 TH3 Incendiary Hand Grenade</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=AN-M14_TH3_Incendiary_Hand_Grenade"/>
				<updated>2015-04-02T11:37:25Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Specifications [[File:Incediary.jpg|thumb|AN-M14 TH3 Incendiary Hand Grenade]]&lt;br /&gt;
&lt;br /&gt;
* Features: Can be thrown, or rolled&lt;br /&gt;
* Fuse Length: 4-5 seconds&lt;br /&gt;
* Filler: 26.5 oz thermate (TH3) mixture&lt;br /&gt;
* Capabilities: Generates molten iron for incendiary effects&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=M83_White_Smoke_Grenade</id>
		<title>M83 White Smoke Grenade</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=M83_White_Smoke_Grenade"/>
				<updated>2015-04-02T11:36:03Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Specifications [[File:m83.jpg|thumb|M83 White Smoke Grenade]]&lt;br /&gt;
&lt;br /&gt;
* Features: Can be thrown, or rolled&lt;br /&gt;
* Fuse Length: 4-5 seconds&lt;br /&gt;
* Filler: 11oz of Terphthalic Acid&lt;br /&gt;
* Capabilities: Generates white smoke&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=M67_Fragmentation_Grenade</id>
		<title>M67 Fragmentation Grenade</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=M67_Fragmentation_Grenade"/>
				<updated>2015-04-02T11:33:16Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Specifications [[File:M67.jpg|thumb|M67 Frgamentation Grenade]]&lt;br /&gt;
&lt;br /&gt;
* Features: Can be thrown, or rolled&lt;br /&gt;
* Fuse Length: 4-5 seconds&lt;br /&gt;
* Filler: 6.5 oz composition B explosive&lt;br /&gt;
* Capabilities: &lt;br /&gt;
:: 5m (lethal radius)&lt;br /&gt;
:: 15m (casualty radius)&lt;br /&gt;
:: however fragments can fly as far as 230m&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=M141_Bunker_Defeat_Munition_(BDM)</id>
		<title>M141 Bunker Defeat Munition (BDM)</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=M141_Bunker_Defeat_Munition_(BDM)"/>
				<updated>2015-04-02T11:31:23Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Specifications [[File:BDM.jpg|thumb|M141]]&lt;br /&gt;
&lt;br /&gt;
* Features: Single-shot, disposable, extendable tube&lt;br /&gt;
* Caliber: 83mm High Explosive Dual Purpose (HEDP), with follow-on fragmentation grenade&lt;br /&gt;
* Ammunition Capacity: Single rocket in disposable tube&lt;br /&gt;
* Rate Of Fire: Single use&lt;br /&gt;
* Range: 15m-500m&lt;br /&gt;
* Muzzle Velocity: NA&lt;br /&gt;
* Length: &lt;br /&gt;
:: 32in (not extended)&lt;br /&gt;
:: 54in (extended)&lt;br /&gt;
&lt;br /&gt;
*BEWARE BACKBLAST!&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=M136_AT4_Light_Anti-Tank_Weapon</id>
		<title>M136 AT4 Light Anti-Tank Weapon</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=M136_AT4_Light_Anti-Tank_Weapon"/>
				<updated>2015-04-02T11:29:40Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Secifications [[File:AT4.jpg|thumb|M136 AT4]]&lt;br /&gt;
&lt;br /&gt;
* Features: Single-shot, disposable&lt;br /&gt;
* Caliber: 84mm High Explosive Anti-Tank (HEAT)&lt;br /&gt;
* Ammunition Capacity: Single rocket in disposable tube&lt;br /&gt;
* Rate Of Fire: Single use&lt;br /&gt;
* Range: 300m&lt;br /&gt;
* Muzzle Velocity: 285m/s&lt;br /&gt;
* Length: 40in&lt;br /&gt;
&lt;br /&gt;
* BEWARE BACKBLAST!&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=Javelin_Anti-tank_Missile</id>
		<title>Javelin Anti-tank Missile</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=Javelin_Anti-tank_Missile"/>
				<updated>2015-04-02T11:27:59Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Specifications [[File:Jav.jpg|thumb|Javeline]]&lt;br /&gt;
&lt;br /&gt;
* Features: Single-Shot, Fire and Forget. Command Launch Unit (CLU)&lt;br /&gt;
* Caliber: HEAT&lt;br /&gt;
* Ammunition Capacity: Single missile in disposable tube&lt;br /&gt;
* Rate Of Fire: NA&lt;br /&gt;
* Range: 2500m&lt;br /&gt;
* Length: 1.76 meters&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=M9_Beretta_Pistol</id>
		<title>M9 Beretta Pistol</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=M9_Beretta_Pistol"/>
				<updated>2015-04-02T11:25:49Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Specifications [[File:M9.jpg|thumb|M9 Beretta Pistol]]&lt;br /&gt;
&lt;br /&gt;
* Features: Semiautomatic only&lt;br /&gt;
* Caliber: 9x19mm NATO&lt;br /&gt;
* Ammunition Capacity: 15 round box magazine&lt;br /&gt;
* Rate Of Fire: NA&lt;br /&gt;
* Range: 50m&lt;br /&gt;
* Muzzle Velocity: 365m/s&lt;br /&gt;
* Length: 8.54in&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=MK_12_MOD_0_Special_Purpose_Rifle_(SPR)</id>
		<title>MK 12 MOD 0 Special Purpose Rifle (SPR)</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=MK_12_MOD_0_Special_Purpose_Rifle_(SPR)"/>
				<updated>2015-04-02T11:22:17Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Specifications [[File:SPR.jpg|thumb|MK 12 MOD 0]]&lt;br /&gt;
&lt;br /&gt;
* Features: Semiautomatic, only 8x scope, bipod, detachable suppressor&lt;br /&gt;
* Caliber: 5.56x45mm NATO&lt;br /&gt;
* Ammunition Capacity: 20 round box magazine&lt;br /&gt;
* Rate Of Fire:&lt;br /&gt;
:: 12-15rpm (sustained)&lt;br /&gt;
:: 45rpm (semi)&lt;br /&gt;
* Range: &lt;br /&gt;
:: 800m (max)&lt;br /&gt;
:: 550m (effective)&lt;br /&gt;
* Muzzle Velocity: 948m/s&lt;br /&gt;
* Length: 39.63in&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Game Relevancy&lt;br /&gt;
&lt;br /&gt;
* Firing Modes: Semiautomatic (single round per trigger depress)&lt;br /&gt;
* Special Features / Attachments:&lt;br /&gt;
:: 8x Day Scope&lt;br /&gt;
:: Harris Bipod&lt;br /&gt;
:: Detachable Suppressor&lt;br /&gt;
* Mission Role / Assignment:&lt;br /&gt;
* Special Forces Advanced Marksman&lt;br /&gt;
&lt;br /&gt;
Note : The firing rate of the SPR is slower in America’s Army compared to real life due to gameplay concerns.&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=M82A1_SAMR</id>
		<title>M82A1 SAMR</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=M82A1_SAMR"/>
				<updated>2015-04-02T11:18:18Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Specifications [[File:M82.jpg|thumb|M82A1 SAMR]]&lt;br /&gt;
&lt;br /&gt;
* Features: Semiautomatic, bipod, 10x scope&lt;br /&gt;
* Caliber: 12.7x99mm (.50 cal BMG)&lt;br /&gt;
* Ammunition Capacity: 10 round box magazine&lt;br /&gt;
* Rate Of Fire: NA&lt;br /&gt;
* Range: 1800m (max effective)&lt;br /&gt;
* Muzzle Velocity: 893m/s&lt;br /&gt;
* Length: 57in&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Game Relevancy&lt;br /&gt;
* Firing Modes: Semiautomatic (single round per trigger depress)&lt;br /&gt;
* Special Features / Attachments: &lt;br /&gt;
:: 10x Day Scope&lt;br /&gt;
:: Integrated Bipod&lt;br /&gt;
* Mission Role / Assignment: Advanced Marksman&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=M24_SWS</id>
		<title>M24 SWS</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=M24_SWS"/>
				<updated>2015-04-02T11:15:26Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Specifications [[File:M24.jpg|thumb|M24SWS]]&lt;br /&gt;
&lt;br /&gt;
* Features: Bolt action, bipod, 8x scope&lt;br /&gt;
* Caliber: 7.62x51mm NATO&lt;br /&gt;
* Ammunition Capacity: 5 round internal magazine&lt;br /&gt;
* Rate Of Fire: NA&lt;br /&gt;
* Range: 800m (max effective)&lt;br /&gt;
* Muzzle Velocity: 853m/s&lt;br /&gt;
* Length: 43in&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
;Game Relevancy&lt;br /&gt;
&lt;br /&gt;
* Firing Modes: Semiautomatic (single round per trigger depress)&lt;br /&gt;
* Special Features / Attachments:&lt;br /&gt;
:: M3A Day Scope&lt;br /&gt;
:: Harris Bipod&lt;br /&gt;
* Mission Role / Assignment: Advanced Marksman&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=M249_Squad_Automatic_Weapon_(SAW)</id>
		<title>M249 Squad Automatic Weapon (SAW)</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=M249_Squad_Automatic_Weapon_(SAW)"/>
				<updated>2015-04-02T11:11:07Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Specifications:[[File:M249.jpg|thumb|M249]]&lt;br /&gt;
&lt;br /&gt;
* Features: Automatic only, bipod&lt;br /&gt;
* Caliber: 5.56x45mm NATO&lt;br /&gt;
* Ammunition Capacity: 200 round belt&lt;br /&gt;
* Rate Of Fire:&lt;br /&gt;
:: 725rpm (cyclic)&lt;br /&gt;
:: 85rpm (sustained)&lt;br /&gt;
* Range: 1000m (max effective)&lt;br /&gt;
* Muzzle Velocity: 915m/s&lt;br /&gt;
* Length: 40.94in&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
;Game Relevancy&lt;br /&gt;
* Firing Modes:&lt;br /&gt;
:: Semiautomatic (single round per trigger depress)&lt;br /&gt;
:: Automatic (unlimited rounds per trigger depress)&lt;br /&gt;
* Ammo Capacity: 200-round Belt&lt;br /&gt;
* Special Features / Attachments: Integrated Bipod&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=M16A2_/_M203_Grenade_Launcher</id>
		<title>M16A2 / M203 Grenade Launcher</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=M16A2_/_M203_Grenade_Launcher"/>
				<updated>2015-04-02T11:06:42Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Specifications:[[File:M203.jpg|thumb|M203]]&lt;br /&gt;
&lt;br /&gt;
* Features: Semiautomatic, or burst fire only, grenade launcher, leaf sight&lt;br /&gt;
* Caliber: 5.56x45mm NATO, and 40mm high explosive grenade&lt;br /&gt;
* Ammunition Capacity: 30 round box magazine, grenades vary&lt;br /&gt;
* Rate Of Fire:&lt;br /&gt;
:: 12-15rpm (sustained)&lt;br /&gt;
:: 45rpm (semi)&lt;br /&gt;
:: 90rpm (burst)&lt;br /&gt;
:: grenade is single shot only and must be reloaded after each shot&lt;br /&gt;
* Range:&lt;br /&gt;
:: M16 component, 800m (max), 550m (effective)&lt;br /&gt;
:: M203 component, 350yd (max for area target), 150yd (max for point target)&lt;br /&gt;
* Muzzle Velocity: 975m/s&lt;br /&gt;
* Length: 39.63in&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Game Relevancy&lt;br /&gt;
* Firing Modes:&lt;br /&gt;
:: Semiautomatic (single round per trigger depress)&lt;br /&gt;
:: Burst (3 rounds per trigger depress) &lt;br /&gt;
* Ammo Capacity: 30-round magazines&lt;br /&gt;
* Special Features / Attachments: &lt;br /&gt;
:: Iron Sights&lt;br /&gt;
:: Leaf Sight (M203)&lt;br /&gt;
:: M203 40mm Grenade Launcher&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=M4A1_SOPMOD_(Special_Operations_Peculuiar_Modification)</id>
		<title>M4A1 SOPMOD (Special Operations Peculuiar Modification)</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=M4A1_SOPMOD_(Special_Operations_Peculuiar_Modification)"/>
				<updated>2015-04-02T11:00:28Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;; Specifications: [[File:M4A1sopmod.jpg|thumb|M4a1SOPMOD]]&lt;br /&gt;
* Ammunition: 5.56x45mm NATO&lt;br /&gt;
* Max Effective Rate of Fire: &lt;br /&gt;
:: 45 rounds per minute (semi-auto)&lt;br /&gt;
:: 90 rounds per minute (3-round burst)&lt;br /&gt;
:: 700-1000 rounds per minute (auto)&lt;br /&gt;
* Muzzle Velocity: 924m/s&lt;br /&gt;
* Length: &lt;br /&gt;
:: 29.9in with stock extended&lt;br /&gt;
:: 26.8 with stock collapsed&lt;br /&gt;
* Range: 274m (max)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Game relevancy&lt;br /&gt;
* Firing Modes: &lt;br /&gt;
:: Semiautomatic (single round per trigger depress)&lt;br /&gt;
:: Automatic (unlimited rounds per trigger depress) &lt;br /&gt;
* Ammo Capacity: 30-round magazines &lt;br /&gt;
* Special Features / Attachments:&lt;br /&gt;
:: Iron Sights&lt;br /&gt;
:: ACOG Reflex Sight&lt;br /&gt;
:: M68 Aimpoint&lt;br /&gt;
:: M203 40mm Grenade Launcher&lt;br /&gt;
:: Suppressor&lt;br /&gt;
:: Harris Bipod &lt;br /&gt;
* Mission Role / Assignment: &lt;br /&gt;
:: Infantry Squad Leader&lt;br /&gt;
:: Infantry Fire Team Leader&lt;br /&gt;
:: Ranger Rifleman&lt;br /&gt;
:: Special Forces Weapon Sergeant (18C)&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=M4A1_Carbine</id>
		<title>M4A1 Carbine</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=M4A1_Carbine"/>
				<updated>2015-04-02T10:12:22Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Specifications:[[File:M4A1.jpg|thumb|M4A1]]&lt;br /&gt;
&lt;br /&gt;
* Ammunition: 5.56x45mm NATO ball rounds &lt;br /&gt;
* Max Effective Rate of Fire: &lt;br /&gt;
:: 45 rounds per minute (semi-auto)&lt;br /&gt;
:: 90 rounds per minute (semi-auto)&lt;br /&gt;
* Weight: &lt;br /&gt;
:: 6.49 lbs (no sling or magazine)&lt;br /&gt;
:: 7.50 lbs (30-round magazine)&lt;br /&gt;
* Length: &lt;br /&gt;
:: 29.35 inches (buttstock closed)&lt;br /&gt;
:: 33.0 inches (buttstock open) &lt;br /&gt;
* Range: &lt;br /&gt;
:: 3,600 meters (maximum)&lt;br /&gt;
:: 500 meters (max effective point target)&lt;br /&gt;
:: 800 meters (max effective area target)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Game Relevancy&lt;br /&gt;
* Firing Modes:&lt;br /&gt;
:: Semiautomatic (single round per trigger depress)&lt;br /&gt;
:: Automatic (unlimited rounds per trigger depress)&lt;br /&gt;
* Ammo Capacity: 30-round magazines&lt;br /&gt;
* Special Features / Attachments: &lt;br /&gt;
:: Iron Sights&lt;br /&gt;
:: ACOG Reflex Sight&lt;br /&gt;
:: M68 Aimpoint&lt;br /&gt;
:: M203 40mm Grenade Launcher&lt;br /&gt;
:: Suppressor&lt;br /&gt;
:: Harris Bipod&lt;br /&gt;
* Mission Role / Assignment: &lt;br /&gt;
:: Infantry Squad Leader&lt;br /&gt;
:: Infantry Fire Team Leader&lt;br /&gt;
:: Ranger Rifleman&lt;br /&gt;
:: Special Forces Weapon Sergeant (18B)&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=M16A2_Assault_Rifle</id>
		<title>M16A2 Assault Rifle</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=M16A2_Assault_Rifle"/>
				<updated>2015-04-02T10:11:46Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;; Specifications: [[File:m16.jpg|thumb|M16A2]]&lt;br /&gt;
* Ammunition: 5.56x45mm NATO ball rounds&lt;br /&gt;
* Max Effective Rate of Fire: &lt;br /&gt;
:: 45 rounds per minute (semi-auto)&lt;br /&gt;
:: 90 rounds per minute (3-round burst)&lt;br /&gt;
* Weight: &lt;br /&gt;
:: 7.78 lbs (no sling or magazine)&lt;br /&gt;
:: 8.79 lbs (30-round magazine)&lt;br /&gt;
* Length: 39.63 inches &lt;br /&gt;
* Range: &lt;br /&gt;
:: 3,600 meters (maximum)&lt;br /&gt;
:: 550 meters (max effective point target)&lt;br /&gt;
:: 800 meters (max effective area target)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Game relevancy&lt;br /&gt;
* Firing Modes: &lt;br /&gt;
:: Semiautomatic (single round per trigger depress)&lt;br /&gt;
:: Burst (3-rounds per trigger depress)&lt;br /&gt;
* Ammo Capacity: 30-round magazines &lt;br /&gt;
* Special Features / Attachments: Iron Sights &lt;br /&gt;
* Mission Role / Assignment: Infantry Rifleman&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=Assist_Weaponslist</id>
		<title>Assist Weaponslist</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=Assist_Weaponslist"/>
				<updated>2015-04-02T09:39:01Z</updated>
		
		<summary type="html">&lt;p&gt;Useless Spelling Warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page refers to all the weapons that are currently in 25Assist (version 8.18).&lt;br /&gt;
&lt;br /&gt;
The U.S. Army Weapons are the ones you get on the battlefield. The foreign weapons can only be played with if you pick them up or get ForceClass by an administrator.&lt;br /&gt;
&lt;br /&gt;
== U.S. Army Weapons == &lt;br /&gt;
*[[M16A2 Assault Rifle]]&lt;br /&gt;
*[[M4A1 Carbine]]&lt;br /&gt;
*[[M4A1 SOPMOD (Special Operations Peculuiar Modification)]]&lt;br /&gt;
*[[M16A2 / M203 Grenade Launcher]]&lt;br /&gt;
*[[M249 Squad Automatic Weapon (SAW)]]&lt;br /&gt;
*[[M24 SWS]]&lt;br /&gt;
*[[M82A1 SAMR]]&lt;br /&gt;
*[[MK 12 MOD 0 Special Purpose Rifle (SPR)]]&lt;br /&gt;
*[[M9 Beretta Pistol]]&lt;br /&gt;
*[[Javelin Anti-tank Missile]]&lt;br /&gt;
*[[M136 AT4 Light Anti-Tank Weapon]]&lt;br /&gt;
*[[M141 Bunker Defeat Munition (BDM)]]&lt;br /&gt;
*[[M67 Fragmentation Grenade]]&lt;br /&gt;
*[[M83 White Smoke Grenade]]&lt;br /&gt;
*[[AN-M14 TH3 Incendiary Hand Grenade]]&lt;br /&gt;
*[[M84 Stun Grenade]]&lt;br /&gt;
*[[AGP-DB14 Door Breaching Charge]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Foreign Weapons ==&lt;br /&gt;
* [[AK-47 Assault Rifle]]&lt;br /&gt;
* [[AKS-74U]]&lt;br /&gt;
* [[AK-47 / GP30 Grenade Launcher]]&lt;br /&gt;
* [[RPK]]&lt;br /&gt;
* [[Mosin-Nagant]]&lt;br /&gt;
* [[Dragunov SVD]]&lt;br /&gt;
* [[VSS Vintorez]]&lt;br /&gt;
* [[Makarov]]&lt;br /&gt;
* [[RPG-7 ]]&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=Disallowed_Characters_in_AA_Playername</id>
		<title>Disallowed Characters in AA Playername</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=Disallowed_Characters_in_AA_Playername"/>
				<updated>2015-03-31T19:45:54Z</updated>
		
		<summary type="html">&lt;p&gt;Teddy: Created page with &amp;quot;This page is about the characters that you're not allowed to use in your AA playername. For characters  that you can use, visit the Approved Characters in AA Playername|appr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is about the characters that you're not allowed to use in your AA playername.&lt;br /&gt;
For characters  that you can use, visit the [[Approved Characters in AA Playername|approved characters]] page.&lt;br /&gt;
&lt;br /&gt;
; From characters that are used fairly often from the standard ASCII table, these are the ones that are not allowed in your [[Battletracker]] playername.&lt;br /&gt;
   - space&lt;br /&gt;
 &amp;quot; - double quotes&lt;br /&gt;
 # - hashtag&lt;br /&gt;
 , - comma&lt;br /&gt;
 ? - questionmark&lt;br /&gt;
 \ - backslash&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=Approved_Characters_in_AA_Playername</id>
		<title>Approved Characters in AA Playername</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=Approved_Characters_in_AA_Playername"/>
				<updated>2015-03-31T19:23:56Z</updated>
		
		<summary type="html">&lt;p&gt;Teddy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is about the characters allowed in AA playernames.&lt;br /&gt;
For characters not allowed in playernames, visit [[disallowed Characters in AA Playername|disallowed characters]] page.&lt;br /&gt;
&lt;br /&gt;
These are the approved characters in playernames for your [[Battletracker]] account's playername:&lt;br /&gt;
 !&lt;br /&gt;
 $&lt;br /&gt;
 %&lt;br /&gt;
 &amp;amp;&lt;br /&gt;
 '&lt;br /&gt;
 (&lt;br /&gt;
 )&lt;br /&gt;
 *&lt;br /&gt;
 +&lt;br /&gt;
 -&lt;br /&gt;
 .&lt;br /&gt;
 /&lt;br /&gt;
 0&lt;br /&gt;
 1&lt;br /&gt;
 2&lt;br /&gt;
 3&lt;br /&gt;
 4&lt;br /&gt;
 5&lt;br /&gt;
 6&lt;br /&gt;
 7&lt;br /&gt;
 8&lt;br /&gt;
 9&lt;br /&gt;
 :&lt;br /&gt;
 ;&lt;br /&gt;
 &amp;lt;&lt;br /&gt;
 =&lt;br /&gt;
 &amp;gt;&lt;br /&gt;
 @&lt;br /&gt;
 A&lt;br /&gt;
 B&lt;br /&gt;
 C&lt;br /&gt;
 D&lt;br /&gt;
 E&lt;br /&gt;
 F&lt;br /&gt;
 G&lt;br /&gt;
 H&lt;br /&gt;
 I&lt;br /&gt;
 J&lt;br /&gt;
 K&lt;br /&gt;
 L&lt;br /&gt;
 M&lt;br /&gt;
 N&lt;br /&gt;
 O&lt;br /&gt;
 P&lt;br /&gt;
 Q&lt;br /&gt;
 R&lt;br /&gt;
 S&lt;br /&gt;
 T&lt;br /&gt;
 U&lt;br /&gt;
 V&lt;br /&gt;
 W&lt;br /&gt;
 X&lt;br /&gt;
 Y&lt;br /&gt;
 Z&lt;br /&gt;
 [&lt;br /&gt;
 \&lt;br /&gt;
 ]&lt;br /&gt;
 ^&lt;br /&gt;
 _&lt;br /&gt;
 `&lt;br /&gt;
 a&lt;br /&gt;
 b&lt;br /&gt;
 c&lt;br /&gt;
 d&lt;br /&gt;
 e&lt;br /&gt;
 f&lt;br /&gt;
 g&lt;br /&gt;
 h&lt;br /&gt;
 i&lt;br /&gt;
 j&lt;br /&gt;
 k&lt;br /&gt;
 l&lt;br /&gt;
 m&lt;br /&gt;
 n&lt;br /&gt;
 o&lt;br /&gt;
 p&lt;br /&gt;
 q&lt;br /&gt;
 r&lt;br /&gt;
 s&lt;br /&gt;
 t&lt;br /&gt;
 u&lt;br /&gt;
 v&lt;br /&gt;
 w&lt;br /&gt;
 x&lt;br /&gt;
 y&lt;br /&gt;
 z&lt;br /&gt;
 {&lt;br /&gt;
 |&lt;br /&gt;
 }&lt;br /&gt;
 ~&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=US_Army_Soldier%27s_Creed</id>
		<title>US Army Soldier's Creed</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=US_Army_Soldier%27s_Creed"/>
				<updated>2015-03-29T21:24:55Z</updated>
		
		<summary type="html">&lt;p&gt;Teddy: Created page with &amp;quot;The U.S. Army Soldier's Creed reflects a set of Army Values by which all Soldiers live. The values included in the creed are Loyalty, Duty, Respect, Selfless Service, Honor, I...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The U.S. Army Soldier's Creed reflects a set of Army Values by which all Soldiers live.&lt;br /&gt;
The values included in the creed are Loyalty, Duty, Respect, Selfless Service, Honor, Integrity, and Personal Courage.&lt;br /&gt;
These principles define who Soldiers are and who they aspire to become, as individuals and as part of a team. The Creed is taught in basic training and recited at ceremonies throughout a Soldier's career.[http://creed.americasarmy.com/#section1]&lt;br /&gt;
&lt;br /&gt;
==Honor==&lt;br /&gt;
Honor is a part of the U.S. Army Soldier's Creed.&lt;br /&gt;
In America's Army it is used to keep track of the points and objectives players have gathered.&lt;br /&gt;
It is generally a measure of how long someone has played the game.&lt;br /&gt;
New players start at honor 10.&lt;br /&gt;
Originally, honor spanned from 1 to 100, but in Assist it has been made to go up to 110 points.&lt;br /&gt;
There are plans of allowing higher honor values still.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; The original points and honor corrolations:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Points&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Honor&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Points&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Honor&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Points&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Honor&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Points&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Honor&lt;br /&gt;
|-	&lt;br /&gt;
|500	&lt;br /&gt;
|1	&lt;br /&gt;
|30000	&lt;br /&gt;
|26	&lt;br /&gt;
|149000	&lt;br /&gt;
|51	&lt;br /&gt;
|498000	&lt;br /&gt;
|76&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|1000	&lt;br /&gt;
|2	&lt;br /&gt;
|32500	&lt;br /&gt;
|27	&lt;br /&gt;
|158000	&lt;br /&gt;
|52	&lt;br /&gt;
|521000	&lt;br /&gt;
|77&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|1500	&lt;br /&gt;
|3	&lt;br /&gt;
|35000	&lt;br /&gt;
|28	&lt;br /&gt;
|167000	&lt;br /&gt;
|53	&lt;br /&gt;
|544000	&lt;br /&gt;
|78&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|2000	&lt;br /&gt;
|4	&lt;br /&gt;
|37500	&lt;br /&gt;
|29	&lt;br /&gt;
|176000	&lt;br /&gt;
|54	&lt;br /&gt;
|567000	&lt;br /&gt;
|79&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|2500	&lt;br /&gt;
|5	&lt;br /&gt;
|40000	&lt;br /&gt;
|30	&lt;br /&gt;
|185000	&lt;br /&gt;
|55	&lt;br /&gt;
|590000	&lt;br /&gt;
|80&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|3000	&lt;br /&gt;
|6	&lt;br /&gt;
|44000	&lt;br /&gt;
|31	&lt;br /&gt;
|194000	&lt;br /&gt;
|56	&lt;br /&gt;
|633000	&lt;br /&gt;
|81&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|3500	&lt;br /&gt;
|7	&lt;br /&gt;
|48000	&lt;br /&gt;
|32	&lt;br /&gt;
|203000	&lt;br /&gt;
|57	&lt;br /&gt;
|676000	&lt;br /&gt;
|82&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|4000	&lt;br /&gt;
|8	&lt;br /&gt;
|52000	&lt;br /&gt;
|33	&lt;br /&gt;
|212000	&lt;br /&gt;
|58	&lt;br /&gt;
|719000	&lt;br /&gt;
|83&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|4500	&lt;br /&gt;
|9	&lt;br /&gt;
|56000	&lt;br /&gt;
|34	&lt;br /&gt;
|221000	&lt;br /&gt;
|59	&lt;br /&gt;
|762000	&lt;br /&gt;
|84&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|5000	&lt;br /&gt;
|10	&lt;br /&gt;
|60000	&lt;br /&gt;
|35	&lt;br /&gt;
|230000	&lt;br /&gt;
|60	&lt;br /&gt;
|805000	&lt;br /&gt;
|85&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|6000	&lt;br /&gt;
|11	&lt;br /&gt;
|64000	&lt;br /&gt;
|36	&lt;br /&gt;
|243000	&lt;br /&gt;
|61	&lt;br /&gt;
|848000	&lt;br /&gt;
|86&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|7000	&lt;br /&gt;
|12	&lt;br /&gt;
|68000	&lt;br /&gt;
|37	&lt;br /&gt;
|256000	&lt;br /&gt;
|62	&lt;br /&gt;
|891000	&lt;br /&gt;
|87&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|8000	&lt;br /&gt;
|13	&lt;br /&gt;
|72000	&lt;br /&gt;
|38	&lt;br /&gt;
|269000	&lt;br /&gt;
|63	&lt;br /&gt;
|934000	&lt;br /&gt;
|88&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|9000	&lt;br /&gt;
|14	&lt;br /&gt;
|76000	&lt;br /&gt;
|39	&lt;br /&gt;
|282000	&lt;br /&gt;
|64	&lt;br /&gt;
|977000	&lt;br /&gt;
|89&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|10000	&lt;br /&gt;
|15	&lt;br /&gt;
|80000	&lt;br /&gt;
|40	&lt;br /&gt;
|295000	&lt;br /&gt;
|65	&lt;br /&gt;
|1020000	&lt;br /&gt;
|90&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|11000	&lt;br /&gt;
|16	&lt;br /&gt;
|86000	&lt;br /&gt;
|41	&lt;br /&gt;
|308000	&lt;br /&gt;
|66	&lt;br /&gt;
|1103000	&lt;br /&gt;
|91&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|12000	&lt;br /&gt;
|17	&lt;br /&gt;
|92000	&lt;br /&gt;
|42	&lt;br /&gt;
|321000	&lt;br /&gt;
|67	&lt;br /&gt;
|1186000	&lt;br /&gt;
|92&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
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|18	&lt;br /&gt;
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|43	&lt;br /&gt;
|334000	&lt;br /&gt;
|68	&lt;br /&gt;
|1269000	&lt;br /&gt;
|93&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|14000	&lt;br /&gt;
|19	&lt;br /&gt;
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|44	&lt;br /&gt;
|347000	&lt;br /&gt;
|69	&lt;br /&gt;
|1352000	&lt;br /&gt;
|94&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
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|45	&lt;br /&gt;
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|1435000	&lt;br /&gt;
|95&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|17500	&lt;br /&gt;
|21	&lt;br /&gt;
|116000	&lt;br /&gt;
|46	&lt;br /&gt;
|383000	&lt;br /&gt;
|71	&lt;br /&gt;
|1518000	&lt;br /&gt;
|96&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
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|22	&lt;br /&gt;
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|47	&lt;br /&gt;
|406000	&lt;br /&gt;
|72	&lt;br /&gt;
|1601000	&lt;br /&gt;
|97&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|22500	&lt;br /&gt;
|23	&lt;br /&gt;
|128000	&lt;br /&gt;
|48	&lt;br /&gt;
|429000	&lt;br /&gt;
|73	&lt;br /&gt;
|1684000	&lt;br /&gt;
|98&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|25000	&lt;br /&gt;
|24	&lt;br /&gt;
|134000	&lt;br /&gt;
|49	&lt;br /&gt;
|452000	&lt;br /&gt;
|74	&lt;br /&gt;
|1767000	&lt;br /&gt;
|99&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|27500	&lt;br /&gt;
|25	&lt;br /&gt;
|140000	&lt;br /&gt;
|50	&lt;br /&gt;
|475000	&lt;br /&gt;
|75	&lt;br /&gt;
|1850000	&lt;br /&gt;
|100&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Added points and honor corrolations:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Points&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Honor&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Points&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Honor&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Points&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Honor&lt;br /&gt;
|-	&lt;br /&gt;
|1983000	&lt;br /&gt;
|101	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;3413000&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;111&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;5843000&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;121&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|2116000	&lt;br /&gt;
|102	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;3646000&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;112&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;6176000&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;122&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|2249000	&lt;br /&gt;
|103	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;3879000&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;113&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;6509000&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;123&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|2382000	&lt;br /&gt;
|104	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;4112000&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;114&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;6842000&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;124&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|2515000	&lt;br /&gt;
|105	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;4345000&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;115&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;7175000&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;125&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|2648000	&lt;br /&gt;
|106	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;4578000&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;116&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;7508000&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;126&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|2781000	&lt;br /&gt;
|107	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;4811000&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;117&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;7841000&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;127&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|2914000	&lt;br /&gt;
|108	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;5044000&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;118&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;8174000&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|3047000	&lt;br /&gt;
|109	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;5277000&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;119&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;8507000&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;129&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-	&lt;br /&gt;
|3180000	&lt;br /&gt;
|110	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;5510000&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;120&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;8840000&amp;lt;/span&amp;gt;	&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;130&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The entries in red have not yet been fully implemented.&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=Battletracker</id>
		<title>Battletracker</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=Battletracker"/>
				<updated>2015-03-29T20:15:59Z</updated>
		
		<summary type="html">&lt;p&gt;Teddy: Battletracker is down now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Battletracker was an online game tracking service. It operates under http://www.battletracker.com.&lt;br /&gt;
The website has been taken down in 2019.&lt;br /&gt;
&lt;br /&gt;
Battletracker tracked games such as America's Army 2, America's Army 3, America's Army 4 (limited tracking), Battlefield 2, Battlefield 3, Battlefield 2142.&lt;br /&gt;
&lt;br /&gt;
[[About|Assist]] used battletracker accounts to verify the identity of it's users as well as to keep track of their points, [[US_Army_Soldier's_Creed#Honor|honor]], kills and deaths.&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=Spanky</id>
		<title>Spanky</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=Spanky"/>
				<updated>2015-03-27T23:00:05Z</updated>
		
		<summary type="html">&lt;p&gt;88.46.204.18: Created page with &amp;quot;Spanky is an awesome person and we like to imagine him in this very rendition.  https://youtu.be/UnxcLyKORFg?list=FLlqhKrTJ8ooeqyrpptyrwcQ&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spanky is an awesome person and we like to imagine him in this very rendition.&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/UnxcLyKORFg?list=FLlqhKrTJ8ooeqyrpptyrwcQ&lt;/div&gt;</summary>
		<author><name>88.46.204.18</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=Create_A_Server</id>
		<title>Create A Server</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=Create_A_Server"/>
				<updated>2015-03-27T13:34:46Z</updated>
		
		<summary type="html">&lt;p&gt;Teddy: /* Register server on battletracker.com */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[How to host an Assist 25 server]]&lt;br /&gt;
Written by&lt;br /&gt;
{GcC}Bockmist and {GcC}Dinouso&lt;br /&gt;
–&lt;br /&gt;
info@gccclan.ch&lt;br /&gt;
–&lt;br /&gt;
inputs are welcome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What do you need?==&lt;br /&gt;
==Computer Hardware==&lt;br /&gt;
An Assist 25 Server doesn’t need much resources. The RAM has a constant usage and the&lt;br /&gt;
CPU depends on the number of players which play on the server&lt;br /&gt;
&lt;br /&gt;
; CPU&lt;br /&gt;
You can easily use a Dual Core Processor. If you want to host a lot of servers, then&lt;br /&gt;
check in your computers resource manager what a server with your settings need,&lt;br /&gt;
when he’s busy.&lt;br /&gt;
&lt;br /&gt;
; RAM&lt;br /&gt;
For sure you have no problems when you calculate 2&lt;br /&gt;
50&lt;br /&gt;
MB per server.&lt;br /&gt;
&lt;br /&gt;
With this hardware you can host you server. It’s your choice if you want to use 7x24 useful&lt;br /&gt;
hardware or otherwise maybe a notebook. But consider that there is more guarantee for a&lt;br /&gt;
solid server when you use a proper hardware design.&lt;br /&gt;
&lt;br /&gt;
==Network==&lt;br /&gt;
You have&lt;br /&gt;
to have a decent network connection with a constant good upload speed. The&lt;br /&gt;
assist server doesn’t need much upload bandwidth, but if the upload bandwidth is busy,&lt;br /&gt;
your server will be too laggy.&lt;br /&gt;
&lt;br /&gt;
; Network&lt;br /&gt;
A 1Mbit upload link should exist if you really wanna&lt;br /&gt;
exclude laggy network problems.&lt;br /&gt;
&lt;br /&gt;
Don’t use WLAN, Powerline or other solutions like that. Connect your server directly to your&lt;br /&gt;
router or to your LAN Switch.&lt;br /&gt;
&lt;br /&gt;
==Router / Firewall==&lt;br /&gt;
You’re Router / Firewall has to support following things: &lt;br /&gt;
&lt;br /&gt;
- NAT&lt;br /&gt;
- Port Forwarding&lt;br /&gt;
- NAT Loopback&lt;br /&gt;
&lt;br /&gt;
This features are explained in the Chapter Network Introduction&lt;br /&gt;
&lt;br /&gt;
A list of supported NAT Loopback Routers do you find here.&lt;br /&gt;
http://opensimulator.org/wiki/NAT_Loopback_Routers&lt;br /&gt;
&lt;br /&gt;
==OS==&lt;br /&gt;
The Assist25 Server Manager is compatible with Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Implementing Server==&lt;br /&gt;
Get the source&lt;br /&gt;
Download the Assist Server Manager from http://aao25.com/&lt;br /&gt;
&lt;br /&gt;
==Create Server==&lt;br /&gt;
Open the Assist Server Manager and Click on&lt;br /&gt;
&lt;br /&gt;
; Create a new server&lt;br /&gt;
The Assist Server Manager download now the server sources (some Gigabytes). After that, you have&lt;br /&gt;
a functional server with default configs. Here a quick Guide for the most important&lt;br /&gt;
fields.Notice that these are only basic configurations and it’s not a guide to do advanced server settings.&lt;br /&gt;
&lt;br /&gt;
==Server Name==&lt;br /&gt;
The server will appear with this name in the Assist Client. Use different names, if you want to host&lt;br /&gt;
more than 1 server.&lt;br /&gt;
&lt;br /&gt;
==Color for server==&lt;br /&gt;
The server will appear with this color in the Assist Client. You have to put in the colors in RGB format.&lt;br /&gt;
&lt;br /&gt;
==What map to run==&lt;br /&gt;
Choose your map for the server.&lt;br /&gt;
&lt;br /&gt;
==Admin email + Admin name==&lt;br /&gt;
You will see this on a running server. It appears on the Server Info Tab.&lt;br /&gt;
&lt;br /&gt;
==Port==&lt;br /&gt;
This is a very important field. You can choose a port for your game server. Some vital points:&lt;br /&gt;
&lt;br /&gt;
: 0-1023 are reserved (well known) ports&lt;br /&gt;
&lt;br /&gt;
: The port have to be higher than 1023&lt;br /&gt;
&lt;br /&gt;
: Don’t use the same port for several servers&lt;br /&gt;
&lt;br /&gt;
: When you use for example the port 1716 (game port), the port 1717 (query port) is used too&lt;br /&gt;
That means don’t use the port &amp;quot;game port+1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: When you use the default port and you play with the assist client on the same machine&lt;br /&gt;
start the server before the client&lt;br /&gt;
&lt;br /&gt;
==Process ID==&lt;br /&gt;
You can use the default process ID. If you create more than 1 server, all servers have to have a&lt;br /&gt;
different process ID.&lt;br /&gt;
&lt;br /&gt;
==Multihome==&lt;br /&gt;
If your computer has more than one NIC, and so more than one IP, you have to fill in the IP adress&lt;br /&gt;
which belongs to your assist 25 server.&lt;br /&gt;
If you have a normal device with one NIC you can use the default config.&lt;br /&gt;
&lt;br /&gt;
==Admin Password==&lt;br /&gt;
You can set a password to logon as admin&lt;br /&gt;
&lt;br /&gt;
==Game Password==&lt;br /&gt;
You can set a password to join to the server. Leave it blank if you want no password on your server.&lt;br /&gt;
&lt;br /&gt;
==Player Slots /Rounds match / Round length==&lt;br /&gt;
With this settings you can decide how many players can join your server, how many rounds contains&lt;br /&gt;
a match and how many minutes one round takes.&lt;br /&gt;
&lt;br /&gt;
==Playeradmin==&lt;br /&gt;
Add your Assist 25 player name and click Add. So you are automatically admin when you join your&lt;br /&gt;
server.&lt;br /&gt;
&lt;br /&gt;
==Motd==&lt;br /&gt;
You can use the 3 motd lines to publish messages to the chatline of your server. If you want your&lt;br /&gt;
server to repeat this message, check the repeat message checkbox and define a repeatminutes value.&lt;br /&gt;
The messages will be published in the minute’s cycle of your repeatminutes value.&lt;br /&gt;
&lt;br /&gt;
==Configure Router / Firewall==&lt;br /&gt;
Now you have to configure your Router / Firewall. We have to do 2 important things.&lt;br /&gt;
&lt;br /&gt;
- Port forwarding and checking firewall rules&lt;br /&gt;
- Enable NAT Loopback&lt;br /&gt;
&lt;br /&gt;
This features are explained in the Chapter Network Introduction&lt;br /&gt;
&lt;br /&gt;
In this guide we assume that your router / firewall allows all outbound traffic. That’s the most default&lt;br /&gt;
configuration of all home routers / firewalls.&lt;br /&gt;
&lt;br /&gt;
==Port forwarding==&lt;br /&gt;
Go to your router web interface and configure the following port forwarding rules.&lt;br /&gt;
In this example we use the default game port 1716 and the game server’s ip is 192.168.1.99&lt;br /&gt;
&lt;br /&gt;
- Forward the port 1716(UDP-game port)and 1717(UDP-query port)to your gameserver&lt;br /&gt;
192.168.1.99&lt;br /&gt;
&lt;br /&gt;
Summarized, this gives this port forwarding rule for all possibilities.&lt;br /&gt;
&lt;br /&gt;
- Forward Gameport and Gameport + 1 to your game servers ip&lt;br /&gt;
&lt;br /&gt;
Most of Routers / Firewalls create automatically a firewall rule, which allows the traffic of this port&lt;br /&gt;
forwarding rule. If your router doesn’t create this rule, you have to allow the traffic on this ports&lt;br /&gt;
between WAN and your game server.&lt;br /&gt;
That’s all you have to do on the router, that your game server can be connected from the internet.&lt;br /&gt;
To connect the server from the same LAN,you have to use NAT Loopback(next chapter).&lt;br /&gt;
&lt;br /&gt;
==NAT Loopback==&lt;br /&gt;
To connect your server from the internal LAN you have to enable NAT Loopback on your router /firewall. &lt;br /&gt;
The configuration is different and depends on the device model. Some devices do it automatically and on other&lt;br /&gt;
devices you have to enable it.&lt;br /&gt;
If you don’t know how to enable this feature, google about it or look in the manual and you will find&lt;br /&gt;
the solution. Of course your model has to support this feature.&lt;br /&gt;
&lt;br /&gt;
==Start server==&lt;br /&gt;
Now you can start the server in the assist server manager. &lt;br /&gt;
A window opens where you can follow the server activity.&lt;br /&gt;
Your windows firewall will automatically ask you to add rules for the windows firewall. &lt;br /&gt;
Accept them and you have nothing to do more. The first start of the server will take a longer time because the&lt;br /&gt;
server has to initialize the first time. The second start will be done much faster.&lt;br /&gt;
The server is ready when you see the AuthOK messages. Wait some minutes and you will see the server in Assist25.&lt;br /&gt;
Now your server is running fine and people can join your server.&lt;br /&gt;
&lt;br /&gt;
==Register server on battletracker.com==&lt;br /&gt;
Now you have to register your server on www.battletracker.com&lt;br /&gt;
&lt;br /&gt;
Log in with your credentials and click this:&lt;br /&gt;
&lt;br /&gt;
: My Profile&lt;br /&gt;
: Management&lt;br /&gt;
: Register server Here&lt;br /&gt;
&lt;br /&gt;
You can register your new server. Fill in with these informations.&lt;br /&gt;
&lt;br /&gt;
: Server IP Address&lt;br /&gt;
:* your WAN IP&lt;br /&gt;
: Server Game Port&lt;br /&gt;
:* the port you configured in the assist server manager&lt;br /&gt;
: Server Query Port&lt;br /&gt;
:* the port you configured in the assist server manager +1&lt;br /&gt;
&lt;br /&gt;
Then click on Submit and your server will start tracking in a few minutes.&lt;br /&gt;
&lt;br /&gt;
==Server optimization==&lt;br /&gt;
To run your server with an optimized performance, we recommend the video of Revuka:&lt;br /&gt;
http://www.youtube.com/watch?v=dFUIwj17pt0&lt;br /&gt;
&lt;br /&gt;
==Little useful windows bat scripts==&lt;br /&gt;
==Start all Assist 25 server==&lt;br /&gt;
You can start all Assist 25 servers with an easy windows bat file like this:&lt;br /&gt;
start &amp;quot;&amp;quot; /high &amp;quot;C:\Data\AA2_Server\Server0\System\server.exe&amp;quot; Border&lt;br /&gt;
start &amp;quot;&amp;quot; /high &amp;quot;C:\Data\AA2_Server\Server1\System\server.exe&amp;quot; SFExtraction&lt;br /&gt;
start &amp;quot;&amp;quot; /high &amp;quot;C:\Data\AA2_Server\Server2\System\server.exe&amp;quot; MP_Pool_Day&lt;br /&gt;
&lt;br /&gt;
You only need the Mapname parameter. All other stuff is in the aao25.ini file. &lt;br /&gt;
The /high parameter starts your server with high priority.&lt;br /&gt;
&lt;br /&gt;
==Distribute your Banlist.txt to all server==&lt;br /&gt;
To distribute the ban list from one point to all servers, you can do this like this:&lt;br /&gt;
copy C:\sourcebanlist\BanList.txt C:\Data\AA2_Server\AA2_Server\Server0\System&lt;br /&gt;
copy C:\sourcebanlist\BanList.txt C:\Data\AA2_Server\AA2_Server\Server1\System&lt;br /&gt;
copy C:\sourcebanlist\BanList.txt C:\Data\AA2_Server\AA2_Server\Server2\System&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Network Introduction==&lt;br /&gt;
Short summary here: NAT enables the packets to find the server again if the server has sent&lt;br /&gt;
some to a client. Port forwarding enables a client to connect to the server even if no&lt;br /&gt;
communication from the server to the client has occurred before.&lt;br /&gt;
&lt;br /&gt;
==NAT==&lt;br /&gt;
NAT (Network address translation) is the service, which translates your internal server (LAN)&lt;br /&gt;
ip (e.g. 192.168.0.100)and the associated Port (e.g.1716)into your WAN ip (e.g.212.212.212.100) given by your ISP (provider).&lt;br /&gt;
&lt;br /&gt;
NAT works only if the first request comes from inside of your network.&lt;br /&gt;
To make sure your server is reachable from the outside (WAN) you have to do a port forwarding.&lt;br /&gt;
&lt;br /&gt;
==Port forwarding==&lt;br /&gt;
Port forwarding (aka virtual server) enables you to connect to a server/ computer in your network, &lt;br /&gt;
even if no outgoing communication has occurred before.&lt;br /&gt;
For instance you want to connect your server on the WAN ip 212.212.212.100 on port 1716, the port forwarding rule&lt;br /&gt;
enables the packets to find the server (192.168.0.100) in your network.&lt;br /&gt;
&lt;br /&gt;
==NAT loopback==&lt;br /&gt;
Now we come to the crucial part of NAT and port forwarding. For better understanding&lt;br /&gt;
what’s the problem here, look at this little scenario:&lt;br /&gt;
Router: 192.168.0.1&lt;br /&gt;
Computer: 192.168.0.50&lt;br /&gt;
Server: 192.168.0.100&lt;br /&gt;
WAN IP: 212.212.212.100, NAT to server and port 1617 forwarded to server &lt;br /&gt;
Computer to Router [192.168.0.50-&amp;gt;212.212.212.100]&lt;br /&gt;
Router changes the destination to 192.168.0.50 because our NAT and port&lt;br /&gt;
forwarding rules&lt;br /&gt;
Router to Server [192.168.0.50-&amp;gt;192.168.0.100]&lt;br /&gt;
Server attempts to respond to the packet by sending to the source IP (192.168.0.50).&lt;br /&gt;
Server to Router [192.168.0.100-&amp;gt; 192.168.0.50]&lt;br /&gt;
Router to Computer [192.168.0.100-&amp;gt; 192.168.0.50]&lt;br /&gt;
Computer: WTF?&lt;br /&gt;
Computer was expecting a reply from 212.212.212.100, got one from 192.168.0.100 instead.&lt;br /&gt;
Addresses don't match, connection failure.&lt;br /&gt;
The problem here is that our NAT rule messes up our communication. &lt;br /&gt;
But the router does nothing wrong, he acts like we told him.&lt;br /&gt;
To solve this problem we need to enable NAT Loopback. Some Routers do NAT Loopback themselves, some have a switch &lt;br /&gt;
to enable it and others need a separate configured NAT with the reverse configuration from the NAT we configured to forward&lt;br /&gt;
your server to the wan.&lt;br /&gt;
If we go on with the above scenario, on the point the server replays to the computer:&lt;br /&gt;
Server to Router [192.168.0.100-&amp;gt; 192.168.0.50]&lt;br /&gt;
The router now knows that he translated the packets before form 212.212.212.100 to 192.168.0.100. &lt;br /&gt;
So he translates the source back to 212.212.212.100.&lt;br /&gt;
Router to Computer [212.212.212.100-&amp;gt; 192.168.0.50]&lt;br /&gt;
Computer: Happy&lt;br /&gt;
&lt;br /&gt;
The computer never notices that the destination was changed and receives the respond from&lt;br /&gt;
the expected ip.&lt;/div&gt;</summary>
		<author><name>Useless Spelling Warrior</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=MOUT_McKenna</id>
		<title>MOUT McKenna</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=MOUT_McKenna"/>
				<updated>2015-03-27T11:47:56Z</updated>
		
		<summary type="html">&lt;p&gt;Teddy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Infantry Training maps]]&lt;br /&gt;
[[file:Mout mckenna map picture.png|thumb|MOUT McKenna]]&lt;br /&gt;
This page is about original AA2.5 map MOUT McKenna.&lt;br /&gt;
&lt;br /&gt;
==ASSAULT==&lt;br /&gt;
&lt;br /&gt;
; Situation &lt;br /&gt;
Training evaluation at McKenna MOUT (Military&lt;br /&gt;
Operations in Urban Terrain) site using MILES (Multiple &lt;br /&gt;
Integrated Laser Engagement System).  &lt;br /&gt;
&lt;br /&gt;
; Mission &lt;br /&gt;
Squad &amp;quot;Loyalty&amp;quot; will secure three objectives &lt;br /&gt;
located in the church, blue and white buildings.  Your &lt;br /&gt;
team must successfully achieve the mission objective to &lt;br /&gt;
graduate from Infantry training and proceed to your unit &lt;br /&gt;
of assignment.&lt;br /&gt;
&lt;br /&gt;
; Enemy &lt;br /&gt;
Enemy consists of a small infantry unit.&lt;br /&gt;
&lt;br /&gt;
; Troops &lt;br /&gt;
One infantry squad from 1st Battalion, 50th &lt;br /&gt;
Infantry Brigade.&lt;br /&gt;
&lt;br /&gt;
; Terrain &lt;br /&gt;
Complex urban terrain consisting of six multi-&lt;br /&gt;
level buildings and an extensive tunnel system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DEFENSE==&lt;br /&gt;
&lt;br /&gt;
; Situation &lt;br /&gt;
Training evaluation at McKenna MOUT (Military &lt;br /&gt;
Operations in Urban Terrain) site using MILES (Multiple &lt;br /&gt;
Integrated Laser Engagement System).&lt;br /&gt;
&lt;br /&gt;
; Mission &lt;br /&gt;
Squad &amp;quot;Honor&amp;quot; will secure three objectives &lt;br /&gt;
located in the church, blue and white buildings.  Your &lt;br /&gt;
team must successfully achieve the mission objective to &lt;br /&gt;
graduate from Infantry training and proceed to your unit &lt;br /&gt;
of assignment.&lt;br /&gt;
&lt;br /&gt;
; Enemy &lt;br /&gt;
Enemy consists of a small infantry unit.&lt;br /&gt;
&lt;br /&gt;
; Troops &lt;br /&gt;
One infantry squad from 1st Battalion, 19th &lt;br /&gt;
Infantry Brigade.&lt;br /&gt;
&lt;br /&gt;
; Terrain &lt;br /&gt;
Complex urban terrain consisting of six multi-&lt;br /&gt;
level buildings and an extensive tunnel system.&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=SF_Old_Town</id>
		<title>SF Old Town</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=SF_Old_Town"/>
				<updated>2015-03-27T11:46:19Z</updated>
		
		<summary type="html">&lt;p&gt;Teddy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:2.8.5 maps]]&lt;br /&gt;
[[file:mp_sf_oldtown_scenic_pic.png|thumb|SF Old Town]]&lt;br /&gt;
This page is about the map SF Old Town imported from AA2.8.5.&lt;br /&gt;
&lt;br /&gt;
==ALPHA==&lt;br /&gt;
&lt;br /&gt;
; Sitatuion&lt;br /&gt;
Intelligence reports a terrorist organization is attempting to obtain a briefcase that&lt;br /&gt;
contains sensitive information regarding potential targets. The briefcase is located somewhere in the&lt;br /&gt;
small town vicinity of grid NC 8541 7626.&lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
Secure the briefcase and proceed to the extraction point. &lt;br /&gt;
&lt;br /&gt;
; General instructions:&lt;br /&gt;
&lt;br /&gt;
:* Enemy Forces: Enemy consists of a squad-sized terrorist force. &lt;br /&gt;
&lt;br /&gt;
:* Friendly Forces: Special Forces ODA 421. &lt;br /&gt;
&lt;br /&gt;
:* Terrain: Dense urban area with stone and brick structures. There are small alleyways and tunnels under a part of the town.&lt;br /&gt;
&lt;br /&gt;
:* ROE: Rules of Engagement published 12MAY05 are in effect. Use appropriate force against positively identified enemy combatants only. Minimize damage to local infrastructure. Be advised civilians are likely to be in the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BRAVO==&lt;br /&gt;
&lt;br /&gt;
; Sitatuion&lt;br /&gt;
Intelligence reports a terrorist organization is attempting to obtain a briefcase that&lt;br /&gt;
contains sensitive information regarding potential targets. The briefcase is located somewhere in the&lt;br /&gt;
small town vicinity of grid NC 8541 7626.&lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
Secure the briefcase and proceed to the extraction point. &lt;br /&gt;
&lt;br /&gt;
; General instructions:&lt;br /&gt;
&lt;br /&gt;
:* Enemy Forces: Enemy consists of a squad-sized terrorist force. &lt;br /&gt;
&lt;br /&gt;
:* Friendly Forces: Special Forces ODA 421. &lt;br /&gt;
&lt;br /&gt;
:* Terrain: Dense urban area with stone and brick structures. There are small alleyways and tunnels under a part of the town.&lt;br /&gt;
&lt;br /&gt;
:* ROE: Rules of Engagement published 12MAY05 are in effect. Use appropriate force against positively identified enemy combatants only. Minimize damage to local infrastructure. Be advised civilians are likely to be in the area.&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=SF_Floodgate</id>
		<title>SF Floodgate</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=SF_Floodgate"/>
				<updated>2015-03-27T11:43:49Z</updated>
		
		<summary type="html">&lt;p&gt;Teddy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:2.8.5 maps]]&lt;br /&gt;
[[file:mp_sf_floodgate_scenic_pic.png|thumb|SF Floodgate]]&lt;br /&gt;
This page is about the map SF Floodgate imported from 2.8.5.&lt;br /&gt;
&lt;br /&gt;
==ASSAULT==&lt;br /&gt;
; Situation&lt;br /&gt;
Terrorist forces have planted several bombs in a dam with the intent of flooding a heavily populated area. &lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
Secure the dam and disarm the bombs to eliminate the danger to the populated area. A dam worker witnessed the bombs being placed and can provide their locations.&lt;br /&gt;
&lt;br /&gt;
; General Instructions:&lt;br /&gt;
&lt;br /&gt;
:* Enemy Forces: Enemy consists of a squad-sized terrorist force within the dam facility. &lt;br /&gt;
&lt;br /&gt;
:* Friednly Forces: Special Forces ODA 421. &lt;br /&gt;
&lt;br /&gt;
:* Terrain: The site is a large hydroelectric dam which consists of three primary areas: the exterior of the dam, the interior of the dam itself, and the main tunnel passage. &lt;br /&gt;
&lt;br /&gt;
:* ROE: Rules of Engagement published 12MAY05 are in effect. Use appropriate force against positively identified enemy combatants only. Minimize damage to local infrastructure. Be advised civilians may be present in the area.&lt;br /&gt;
&lt;br /&gt;
==DEFENSE==&lt;br /&gt;
&lt;br /&gt;
; Situation&lt;br /&gt;
ntelligence reports indicate that terrorist forces are planning to destroy a hydroelectric dam and flood the surrounding areas which are heavily populated. &lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
Secure the dam and prevent the terrorist forces from planting and detonating explosive devices.&lt;br /&gt;
&lt;br /&gt;
; General Instructions:&lt;br /&gt;
&lt;br /&gt;
:* Enemy Forces: Enemy consists of a squad-sized terrorist force. &lt;br /&gt;
&lt;br /&gt;
:* Friendly Forces: Special Forces ODA 421. &lt;br /&gt;
&lt;br /&gt;
:* Terrain: The site is a large hydroelectric dam which consists of three primary areas: the exterior of the dam, the interior of the dam itself, and the main tunnel passage. &lt;br /&gt;
&lt;br /&gt;
:* ROE: Rules of Engagement published 12MAY05 are in effect. Use appropriate force against positively identified enemy combatants only. Minimize damage to local infrastructure. Be advised civilians may be present in the area.&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=Rummage</id>
		<title>Rummage</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=Rummage"/>
				<updated>2015-03-27T11:36:26Z</updated>
		
		<summary type="html">&lt;p&gt;Teddy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:2.8.5 maps]]&lt;br /&gt;
[[file:mp_rummage_scenic_pic.png|thumb|Rummage]]&lt;br /&gt;
This page is about the map Rummage that was imported from AA2.8.5.&lt;br /&gt;
&lt;br /&gt;
==ASSAULT ALPHA==&lt;br /&gt;
 &lt;br /&gt;
; Situation&lt;br /&gt;
Insurgents are returning to a small town which was formerly their base of operations. Intelligence reports indicate that the insurgent force is returning to the area in order to retrieve vital supplies and materials that were left behind when the 10th Mountain Division first engaged the insurgents in this area. Retrieving these vital supplies will enable the insurgent forces to re-establish a base of operations from which to launch future attacks. The insurgents must be prevented from regaining a stronghold in the area.&lt;br /&gt;
 &lt;br /&gt;
; Mission&lt;br /&gt;
Squad assault objective vital supplies, vicinity KL450214, commencing 04 1023 Aug 06. Secure all of the vital supplies and prevent use by the insurgent forces.&lt;br /&gt;
&lt;br /&gt;
; General Instructions:&lt;br /&gt;
&lt;br /&gt;
:* Enemy Forces: Squad sized unit armed with assault rifles and light machine guns.&lt;br /&gt;
:* Friendly Forces: 1st SQD, A CO, 2d/75th Rangers with automatic rifleman support.&lt;br /&gt;
:* Terrain: Small, dense urban area covered with debris and overgrown vegetation. There are numerous structures with roof access.  &lt;br /&gt;
:* ROE: Rules of Engagement published 12MAY05 are in effect. Use appropriate force against positively identified enemy combatants only. Minimize damage to local infrastructure. Be advised that civilian refugees may be present in contested area.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==ASSAULT BRAVO==&lt;br /&gt;
 &lt;br /&gt;
; Situation&lt;br /&gt;
Insurgents are returning to a small town which was formerly their base of operations. Intelligence reports indicate that the insurgent force is returning to the area in order to retrieve vital supplies and materials that were left behind when the 10th Mountain Division first engaged the insurgents in this area. Retrieving these vital supplies will enable the insurgent forces to re-establish a base of operations from which to launch future attacks. The insurgents must be prevented from regaining a stronghold in the area.&lt;br /&gt;
 &lt;br /&gt;
; Mission&lt;br /&gt;
Squad assault objective vital supplies, vicinity KL450214, commencing 04 1023 Aug 06. Secure all of the vital supplies and prevent use by the insurgent forces.&lt;br /&gt;
 &lt;br /&gt;
; General Instructions:&lt;br /&gt;
&lt;br /&gt;
:* Enemy Forces: Squad sized unit armed with assault rifles and light machine guns.&lt;br /&gt;
:* Friendly Forces: 1st SQD, A CO, 2d/75th Rangers with automatic rifleman support.&lt;br /&gt;
:* Terrain: Small, dense urban area covered with debris and overgrown vegetation. There are numerous structures with roof access.  &lt;br /&gt;
:* ROE: Rules of Engagement published 12MAY05 are in effect. Use appropriate force against positively identified enemy combatants only. Minimize damage to local infrastructure. Be advised that civilian refugees may be present in contested area.&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=River_Village</id>
		<title>River Village</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=River_Village"/>
				<updated>2015-03-27T11:33:23Z</updated>
		
		<summary type="html">&lt;p&gt;Teddy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:2.8.5 maps]]&lt;br /&gt;
[[file:mp_rivervillage_scenic_pic.png|thumb|River Village]]&lt;br /&gt;
This page is about the map River Village imported from AA2.8.5&lt;br /&gt;
&lt;br /&gt;
==ASSAULT ALPHA==&lt;br /&gt;
&lt;br /&gt;
; Situation&lt;br /&gt;
Enemy forces have seized control of a small river village and are now using it as a base of operation.  &lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
Secure three primary points of interest and reclaim control of the river village.&lt;br /&gt;
&lt;br /&gt;
; General Instructions: &lt;br /&gt;
&lt;br /&gt;
:* Enemy Forces: Enemy consists of a squad-sized force armed with assault rifles, grenades, and a sniper-observer team.&lt;br /&gt;
&lt;br /&gt;
:* Friendly Forces: One infantry squad with sniper-observer team.&lt;br /&gt;
&lt;br /&gt;
:* Terrain: A small river village made up of one story adobe structures. The village is divided into two neighborhoods by a dry river bed. Near the center of the village is a bell tower which can provide observation of the surrounding area.&lt;br /&gt;
&lt;br /&gt;
:* ROE: Rules of Engagement published 12MAY05 are in effect. Use appropriate force against positively identified enemy combatants only. Minimize damage to local infrastructure. Be advised civilians may be present in the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ASSAULT BRAVO==&lt;br /&gt;
&lt;br /&gt;
; Situation&lt;br /&gt;
Enemy forces have seized control of a small river village and are now using it as a base of operation.  &lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
Secure three primary points of interest and reclaim control of the river village.&lt;br /&gt;
&lt;br /&gt;
; General Instructions:&lt;br /&gt;
&lt;br /&gt;
:* Enemy Forces: Enemy consists of a squad-sized force armed with assault rifles, grenades, and a sniper-observer team.&lt;br /&gt;
&lt;br /&gt;
:* Friendly Forces: One infantry squad with sniper-observer team.&lt;br /&gt;
&lt;br /&gt;
:* Terrain: A small river village made up of one story adobe structures. The village is divided into two neighborhoods by a dry river bed. Near the center of the village is a bell tower which can provideobservation of the surrounding area.&lt;br /&gt;
&lt;br /&gt;
:*  ROE: Rules of Engagement published 12MAY05 are in effect. Use appropriate force against positively identified enemy combatants only. Minimize damage to local infrastructure. Be advised civilians may be present in the area.&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=Interdiction</id>
		<title>Interdiction</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=Interdiction"/>
				<updated>2015-03-27T11:29:20Z</updated>
		
		<summary type="html">&lt;p&gt;Teddy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:2.8.5 maps]]&lt;br /&gt;
[[file:mp_interdiction_scenic_pic.png|thumb|Interdiction]]&lt;br /&gt;
This page is about the map Interdiction imported from AA2.8.5.&lt;br /&gt;
The map does not feature AI as it did in the original version since AA2.5 doesn't have a working AI.&lt;br /&gt;
&lt;br /&gt;
==INDIGINOUS==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Situation&lt;br /&gt;
Intelligence reports that a squad sized commando has been patrolling around the compund, further investigating has lead to understand that there will be action to infiltrate the compound and eventually steal production material from the compound. Informants also indicates that the enemy will likely divide to reach and hold a broader range of strategic positions.&lt;br /&gt;
 &lt;br /&gt;
; Mission&lt;br /&gt;
Patrol the compound located at vicinity grid 35885012. Locate and question the Informant to learn sensible details about the enemy action and equipment. After gaining the information, proceed at the lower floor to find and protect our Chemist in Chief, who is holding strategic informations about planned production and amount of materials supplies available. Once the mission is completed and the information is secured, your squad leave the compound to be replaced.&lt;br /&gt;
&lt;br /&gt;
; General instructions: &lt;br /&gt;
&lt;br /&gt;
:* Enemy Forces: squad sized forces equipped with modern automatic rifles. &lt;br /&gt;
&lt;br /&gt;
:* Friendly Forces: 1st SQD, A CO, 2d/75th Rangers.&lt;br /&gt;
&lt;br /&gt;
:* Terrain: Darker and foggy interior area of the compound.&lt;br /&gt;
&lt;br /&gt;
:* ROE: Rules of Engagement published 12MAY05 are in effect. Use necessary force against positively identified enemy combatants only. Minimize damage to local infrastructure. Be advised civilian non-combatants will be present in contested area.&lt;br /&gt;
&lt;br /&gt;
==ASSAULT==&lt;br /&gt;
&lt;br /&gt;
; Situation&lt;br /&gt;
Intelligence reports that a known terrorist organization has recently completed construction on an underground compound to be used as a manufacturing and holding facility for chemical and biological weapons. This hidden facility has not yet commenced with weapon manufacturing operations, but intel indicates that highly radioactive material is being kept in this compound. &lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
Investigate the enemy compound located at vicinity grid 35885012. Once inside the compound, secure and hold the first stack of suspect material, which includes radioactive waste material. After securing it, proceed at the upper floor to find and secure a second stash, possibly located close to the truck loading line. Once the mission is completed and the material secured and transferred, air strikes will destroy the bunker structure.&lt;br /&gt;
&lt;br /&gt;
; General instructions:&lt;br /&gt;
&lt;br /&gt;
:* Enemy Forces: squad sized force equipped with classic automatic rifles. &lt;br /&gt;
&lt;br /&gt;
:* Friendly Forces: 1st SQD, A CO, 2d/75th Rangers.&lt;br /&gt;
&lt;br /&gt;
:* Terrain: Darker and foggy interior area of the compound.&lt;br /&gt;
&lt;br /&gt;
:* ROE: Rules of Engagement published 12MAY05 are in effect. Use necessary force against positively identified enemy combatants only. Minimize damage to local infrastructure. Be advised civilian non-combatants will be present in contested area.&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=ESL_Dusk</id>
		<title>ESL Dusk</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=ESL_Dusk"/>
				<updated>2015-03-27T11:25:18Z</updated>
		
		<summary type="html">&lt;p&gt;Teddy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:2.8.5 maps]]&lt;br /&gt;
[[file:mp_esldusk_scenic_pic.png|thumb|ESL Dusk]]&lt;br /&gt;
This page is about the map ESL Dusk that was imported from AA2.8.5.&lt;br /&gt;
&lt;br /&gt;
==ESCORT==&lt;br /&gt;
&lt;br /&gt;
; Situation &lt;br /&gt;
Enemy forces have ambushed a small&lt;br /&gt;
convoy. The convoy was transporting a friendly Resistance &lt;br /&gt;
leader who was carrying highly sensitive information &lt;br /&gt;
regarding enemy troop movement and location.  Radio contact &lt;br /&gt;
confirms that Resistance leader is still alive and located &lt;br /&gt;
in (UWBF) Tango, vicinity grid 30121375.&lt;br /&gt;
; Mission &lt;br /&gt;
Locate the wounded Resistance leader &lt;br /&gt;
at grid 30121375, then escort the Resistance leader &lt;br /&gt;
safely to the extraction point. Bravo team will be&lt;br /&gt;
inserted via convoy as close to the suspected ambush site&lt;br /&gt;
as possible. The convoy will then move to a safe location &lt;br /&gt;
and await delivery of the package.&lt;br /&gt;
; General Instructions &lt;br /&gt;
&lt;br /&gt;
:* Enemy Forces:  Squad sized unit armed with assault rifles, light machine guns, and advancedmarksmanship support.&lt;br /&gt;
:* Friendly Forces:  One infantry squad of the 6/75 with advanced marksmanship support.&lt;br /&gt;
:* Terrain:  Desert city streets consisting of building interiors, narrow streets, tight alleys, open courtyards and limited surrounding terrain. &lt;br /&gt;
:* Rules of Engagement:  Use of force authorized against all positively identified enemy combatants. Be aware that there are other non-combatant personnel in the area. Minimize harm to local infrastructure.&lt;br /&gt;
&lt;br /&gt;
==AMBUSH==&lt;br /&gt;
&lt;br /&gt;
; Situation &lt;br /&gt;
An enemy convoy has been ambushed &lt;br /&gt;
in (UWBF) Tango, vicinity grid 30121375. The remaining &lt;br /&gt;
insurgent forces were spotted escaping into the city.  &lt;br /&gt;
; Mission &lt;br /&gt;
Eliminate the enemy threat before a &lt;br /&gt;
rescue team can extract them out of the city.&lt;br /&gt;
; General Instructions &lt;br /&gt;
&lt;br /&gt;
:* Enemy:  Squad sized unit armed with assault rifles, light machine guns, and advanced marksmanship support.:* Friendly Forces:  One infantry squad of the 6/75 with advanced marksmanship support.&lt;br /&gt;
:* Terrain:  Desert city streets consisting of building interiors, narrow streets, tight alleys, open courtyards and limited surrounding terrain.&lt;br /&gt;
:* Rules of Engagement:  Use of force authorized against all positively identified enemy combatants. Be aware that there are other non-combatant personnel in the area. Minimize harm to local infrastructure.&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=District</id>
		<title>District</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=District"/>
				<updated>2015-03-27T11:23:31Z</updated>
		
		<summary type="html">&lt;p&gt;Teddy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:2.8.5 maps]]&lt;br /&gt;
[[file:mp_district_scenic_pic.png|thumb|District]]&lt;br /&gt;
This page is about the map District imported from AA2.8.5.&lt;br /&gt;
&lt;br /&gt;
== ASSAULT WEST==&lt;br /&gt;
&lt;br /&gt;
; Situation&lt;br /&gt;
Intelligence reports that a terrorist cell is moving against targets in a friendly city, in an effort to retrieve sensitive information on the local infrastructure and enable a larger offensive.&lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
Squad must secure Objectives ALPHA and BRAVO to protect allied assets and prevent enemy from gathering intelligence.&lt;br /&gt;
&lt;br /&gt;
; General instructions:&lt;br /&gt;
&lt;br /&gt;
:* Enemy Forces: Terrorist squads armed with small arms and hand-held munitions.&lt;br /&gt;
&lt;br /&gt;
:* Friendly Forces: One squad from the [squad name, company, etc.].&lt;br /&gt;
&lt;br /&gt;
:* Terrain: Downtown urban office and residential streets. Terrain includes two one-lane roads bisecting a main two-lane road, likely filled with parked or derelict civilian vehicles, and alleyways behind and around buildings. The local structures are comprised of various 1 – 4 story apartments, small businesses, and office buildings.&lt;br /&gt;
&lt;br /&gt;
:* ROE: Rules of Engagement published 12MAY05 are in effect. Use necessary force against positively identified enemy combatants only. Minimize damage to local infrastructure. Be advised civilian non-combatants may be present in contested area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ASSAULT EAST==&lt;br /&gt;
&lt;br /&gt;
; Situation&lt;br /&gt;
Intelligence reports that a terrorist cell is moving against targets in a friendly city, in an effort to retrieve sensitive information on the local infrastructure and enable a larger offensive.&lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
Squad  must secure Objectives ALPHA and BRAVO to protect allied assets and prevent enemy from gathering intelligence.&lt;br /&gt;
&lt;br /&gt;
; General instructions:&lt;br /&gt;
&lt;br /&gt;
:* Enemy forces: Terrorist squads armed with small arms and hand-held munitions.&lt;br /&gt;
&lt;br /&gt;
:* Friendly Forces: One squad from the [squad name, company, etc.].&lt;br /&gt;
&lt;br /&gt;
:* Terrain: Downtown urban office and residential streets. Terrain includes two one-lane roads bisecting a main two-lane road, likely filled with parked or derelict civilian vehicles, and alleyways behind and around buildings. The local structures are comprised of various 1 – 4 story apartments, small businesses, and office buildings.&lt;br /&gt;
&lt;br /&gt;
:* ROE: Rules of Engagement published 12MAY05 are in effect. Use necessary force against positively identified enemy combatants only. Minimize damage to local infrastructure. Be advised civilian non-combatants may be present in contested area.&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=Canyon</id>
		<title>Canyon</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=Canyon"/>
				<updated>2015-03-27T10:54:54Z</updated>
		
		<summary type="html">&lt;p&gt;Teddy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:2.8.5 maps]]&lt;br /&gt;
[[file:mp_canyon_scenic_pic.png|thumb|Canyon]]&lt;br /&gt;
This page is about the map Canyon that was imported from AA2.8.5.&lt;br /&gt;
&lt;br /&gt;
==ASSAULT EAST==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Situation&lt;br /&gt;
A local warlord recently obtained large amounts of heavy weapons after taking control of a small mountain village. Intel spotted two large shipments being held somewhere in the North and South district of the village.&lt;br /&gt;
 &lt;br /&gt;
; Mission&lt;br /&gt;
A squad from the 172nd Infantry must conduct an assault to secure the two weapons caches.&lt;br /&gt;
&lt;br /&gt;
; General instructions: &lt;br /&gt;
&lt;br /&gt;
:* ENEMY FORCES: Squad sized local insurgents. Insurgents are suspected to be highly trained and armed with small arms and automatic weapons. Snipers are also suspected to be in the area.&lt;br /&gt;
&lt;br /&gt;
:* FRIENDLY FORCES: One squad from the 172nd Sep. Infantry BDE.&lt;br /&gt;
&lt;br /&gt;
:* TERRAIN: A small mountain village surrounded by cliffs and farmland. Buildings are old and decrepit with mountainous terrain scattered throughout the small village. Slight fog is expected.&lt;br /&gt;
&lt;br /&gt;
:* ROE: Rules of Engagement published 12MAY05 are in effect. Use necessary force against positively identified enemy combatants only. Minimize damage to local infrastructure. Be advised civilian non-combatants may be present in contested area.&lt;br /&gt;
&lt;br /&gt;
==ASSAULT WEST==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Situation&lt;br /&gt;
A local warlord recently obtained large amounts of heavy weapons after taking control of a small mountain village. Intel spotted two large shipments being held somewhere in the North and South district of the village.&lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
A squad from the 172nd Infantry must conduct an assault to secure the two weapons caches.&lt;br /&gt;
&lt;br /&gt;
; General instructions:   &lt;br /&gt;
&lt;br /&gt;
:* ENEMY FORCES: Squad sized local insurgents. Insurgents are suspected to be highly trained and armed with small arms and automatic weapons. Snipers are also suspected to be in the area.&lt;br /&gt;
&lt;br /&gt;
:* FRIENDLY FORCES: One squad from the 172nd Sep. Infantry BDE.&lt;br /&gt;
&lt;br /&gt;
:* TERRAIN: A small mountain village surrounded by cliffs and farmland. Buildings are old and decrepit with mountainous terrain scattered throughout the small village. Slight fog is expected.&lt;br /&gt;
&lt;br /&gt;
:* ROE: Rules of Engagement published 12MAY05 are in effect. Use necessary force against positively identified enemy combatants only. Minimize damage to local infrastructure. Be advised civilian non-combatants may be present in contested area.&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=SF_Water_Treatment</id>
		<title>SF Water Treatment</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=SF_Water_Treatment"/>
				<updated>2015-03-27T10:53:06Z</updated>
		
		<summary type="html">&lt;p&gt;Teddy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:SF Exclusive]]&lt;br /&gt;
[[file:sfwatertreatment_scenic_pic.png|thumb|SF Water Treatment]]&lt;br /&gt;
This page is about the original AA2.5 map SF Water Treatment.&lt;br /&gt;
&lt;br /&gt;
==ASSAULT==&lt;br /&gt;
&lt;br /&gt;
; Situation &lt;br /&gt;
Terrorist forces have captured a Water Treatment &lt;br /&gt;
Pump Station at grid WA947274.  It is likely that the enemy&lt;br /&gt;
will release a Hazardous chemical agent into the water supply.&lt;br /&gt;
&lt;br /&gt;
; ROE &lt;br /&gt;
Rules of Engagement published 14MAY05 are in effect.&lt;br /&gt;
&lt;br /&gt;
; Mission &lt;br /&gt;
Squad will move to the objective, secure ANY chemical&lt;br /&gt;
agents, and bring them to the extraction point.&lt;br /&gt;
&lt;br /&gt;
; Enemy &lt;br /&gt;
Enemy consists of a squad-sized terrorist force &lt;br /&gt;
inside the Water Treatment Pump Station.&lt;br /&gt;
&lt;br /&gt;
; Troops &lt;br /&gt;
One Special Forces A-Team.&lt;br /&gt;
&lt;br /&gt;
; Terrain &lt;br /&gt;
Water Treatment Pump Station with multiple entry &lt;br /&gt;
points and offices. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DEFENSE==&lt;br /&gt;
&lt;br /&gt;
; Situation &lt;br /&gt;
Having secured the Water Treatment Pump Station,&lt;br /&gt;
at grid WA947274, your unit IS awaiting extraction.  Reports &lt;br /&gt;
indicate that the enemy may attack to regain control of the &lt;br /&gt;
Water Treatment Facility.&lt;br /&gt;
&lt;br /&gt;
; ROE &lt;br /&gt;
Rules of Engagement published 14MAY05 are in effect.&lt;br /&gt;
&lt;br /&gt;
; Mission &lt;br /&gt;
Defend the Water Treatment Pump Station from enemy&lt;br /&gt;
attack.&lt;br /&gt;
&lt;br /&gt;
; Enemy &lt;br /&gt;
Enemy consists of a squad-sized terrorist force. &lt;br /&gt;
&lt;br /&gt;
; Troops &lt;br /&gt;
One Special Forces A-Team.&lt;br /&gt;
&lt;br /&gt;
; Terrain &lt;br /&gt;
Water Treatment Pump Station with multiple entry &lt;br /&gt;
points and offices.&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=SF_Dockside</id>
		<title>SF Dockside</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=SF_Dockside"/>
				<updated>2015-03-27T10:51:58Z</updated>
		
		<summary type="html">&lt;p&gt;Teddy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:SF Exclusive]]&lt;br /&gt;
[[file:sfdockside_scenic_pic.png|thumb|SF Dockside]]&lt;br /&gt;
This page is about the original AA2.5 map SF Dockside.&lt;br /&gt;
&lt;br /&gt;
==ASSAULT EAST==&lt;br /&gt;
&lt;br /&gt;
; Situation &lt;br /&gt;
Enemy forces have shipped a set of containers &lt;br /&gt;
holding biological agents in (UWAO) Brandy, vicinity grid &lt;br /&gt;
HW092176. Friendly motorized forces ordered to secure and &lt;br /&gt;
evacuate the components have been delayed from reaching &lt;br /&gt;
the site due to a major storm just off the coast that &lt;br /&gt;
is expected to make landfall within the hour. It is &lt;br /&gt;
feared that enemy forces will return and attempt to &lt;br /&gt;
retrieve the components before they can be intercepted.&lt;br /&gt;
&lt;br /&gt;
; ROE &lt;br /&gt;
Use of force authorized against all positively identified&lt;br /&gt;
enemy combatants. Minimize harm to local infrastructure.&lt;br /&gt;
&lt;br /&gt;
; Mission &lt;br /&gt;
ODA 212 seize and hold containers Alpha and Bravo &lt;br /&gt;
at Objective Orleans vicinity grid JA062867 NLT 06 1115 &lt;br /&gt;
JUN 03 to secure biological agents in order to &lt;br /&gt;
facilitate evacuation of enemy technology by friendly &lt;br /&gt;
motorized forces.&lt;br /&gt;
&lt;br /&gt;
; Enemy &lt;br /&gt;
Government forces are composed of enemy soldiers. &lt;br /&gt;
&lt;br /&gt;
; Friendly &lt;br /&gt;
SF Team “Alpha” 212. &lt;br /&gt;
&lt;br /&gt;
; Terrain &lt;br /&gt;
The site is composed of Industrial buildings and various&lt;br /&gt;
industrial objects and shipping containers. Visibility is highly &lt;br /&gt;
restricted due to the off-shore storms impending landfall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ASSAULT WEST==&lt;br /&gt;
&lt;br /&gt;
; Situation &lt;br /&gt;
Enemy forces have shipped a set of containers &lt;br /&gt;
holding biological agents in (UWAO) Brandy, vicinity grid &lt;br /&gt;
HW092176. Friendly motorized forces ordered to secure and &lt;br /&gt;
evacuate the components have been delayed from reaching &lt;br /&gt;
the site due to a major storm just off the coast that &lt;br /&gt;
is expected to make landfall within the hour. It is &lt;br /&gt;
feared that enemy forces will return and attempt to &lt;br /&gt;
retrieve the components before they can be intercepted.&lt;br /&gt;
&lt;br /&gt;
; ROE &lt;br /&gt;
Use of force authorized against all positively identified&lt;br /&gt;
enemy combatants. Minimize harm to local infrastructure.&lt;br /&gt;
&lt;br /&gt;
; Mission &lt;br /&gt;
ODA 212 seize and hold containers Alpha and Bravo &lt;br /&gt;
at Objective Orleans vicinity grid JA062867 NLT 06 1115 &lt;br /&gt;
JUN 03 to secure biological agents in order to &lt;br /&gt;
facilitate evacuation of enemy technology by friendly &lt;br /&gt;
motorized forces.&lt;br /&gt;
&lt;br /&gt;
; Enemy &lt;br /&gt;
Government forces are composed of enemy soldiers. &lt;br /&gt;
&lt;br /&gt;
; Friendly &lt;br /&gt;
SF Team “Alpha” 212. &lt;br /&gt;
&lt;br /&gt;
; Terrain &lt;br /&gt;
The site is composed of Industrial buildings and various&lt;br /&gt;
industrial objects and shipping containers. Visibility is highly &lt;br /&gt;
restricted due to the off-shore storms impending landfall.&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=SF_Blizzard</id>
		<title>SF Blizzard</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=SF_Blizzard"/>
				<updated>2015-03-27T10:51:35Z</updated>
		
		<summary type="html">&lt;p&gt;Teddy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:SF Exclusive]]&lt;br /&gt;
[[file:sfblizzard_scenic_pic.png|thumb|SF Blizzard]]&lt;br /&gt;
This page is about the original AA2.5 map SF Blizzard.&lt;br /&gt;
&lt;br /&gt;
==ASSAULT==&lt;br /&gt;
&lt;br /&gt;
; Situation &lt;br /&gt;
Enemy forces have taken over a remote alpine&lt;br /&gt;
communication facility. The enemy is using this facility's&lt;br /&gt;
communication equipment to coordinate their movements &lt;br /&gt;
and attacks against friendly units.&lt;br /&gt;
&lt;br /&gt;
; ROE &lt;br /&gt;
Rules of Engagement published 14MAY05 are in effect.  &lt;br /&gt;
Minimize damage to local infrastructure.&lt;br /&gt;
&lt;br /&gt;
; Mission &lt;br /&gt;
Destroy the communication equipment or the &lt;br /&gt;
facility's power station in vicinity GH23459876. The exact&lt;br /&gt;
target will be determined after deployment.&lt;br /&gt;
&lt;br /&gt;
; Enemy &lt;br /&gt;
Squad-sized force heavily armed.&lt;br /&gt;
&lt;br /&gt;
; Friendly &lt;br /&gt;
Split Team Alpha 212 and Resistance Fire Team.&lt;br /&gt;
&lt;br /&gt;
; Terrain &lt;br /&gt;
Mountainous area with a forested valley. Blizzard&lt;br /&gt;
conditions with extreme cold temperatures likely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DEFENSE==&lt;br /&gt;
&lt;br /&gt;
; Situation &lt;br /&gt;
Enemy forces have recently been reported in the&lt;br /&gt;
vicinity of a friendly communications facility. The enemy&lt;br /&gt;
will likely attack to destroy the communications equipment&lt;br /&gt;
or power station to cut off all communication for friendly&lt;br /&gt;
forces in the area.&lt;br /&gt;
&lt;br /&gt;
; ROE &lt;br /&gt;
Because of the sensitive nature of facility no explosive &lt;br /&gt;
munitions will be used.&lt;br /&gt;
&lt;br /&gt;
; Mission &lt;br /&gt;
Prevent enemy forces from destroying communications &lt;br /&gt;
capability of the facility in vicinity GH23459876.&lt;br /&gt;
&lt;br /&gt;
; Enemy &lt;br /&gt;
Squad-sized force heavily armed.&lt;br /&gt;
&lt;br /&gt;
; Friendly &lt;br /&gt;
Split Team Alpha 212 and Resistance Fire Team.&lt;br /&gt;
&lt;br /&gt;
; Terrain &lt;br /&gt;
Mountainous area with a forested valley. Blizzard&lt;br /&gt;
conditions with extreme cold temperatures likely.&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>	</entry>

	<entry>
		<id>http://aao25.com/wiki/index.php?title=Pipeline_SF</id>
		<title>Pipeline SF</title>
		<link rel="alternate" type="text/html" href="http://aao25.com/wiki/index.php?title=Pipeline_SF"/>
				<updated>2015-03-27T10:51:06Z</updated>
		
		<summary type="html">&lt;p&gt;Teddy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:SF Exclusive]]&lt;br /&gt;
[[file:pipeline_sf_scenic_pic.png|thumb|Pipeline SF]]&lt;br /&gt;
This page is about the original AA2.5 map Pipeline SF.&lt;br /&gt;
&lt;br /&gt;
==ASSAULT==&lt;br /&gt;
&lt;br /&gt;
; Situation &lt;br /&gt;
Terrorist forces have captured Alaskan &lt;br /&gt;
Pipeline pump station at grid WA542679, with the intent&lt;br /&gt;
of creating an environmental disaster.&lt;br /&gt;
&lt;br /&gt;
; Mission &lt;br /&gt;
ODA 20-2 will secure Alaskan Pipeline station at &lt;br /&gt;
grid WA542679 and negate environmental threat by &lt;br /&gt;
accomplishing one of the following: secure main control &lt;br /&gt;
panel; stop oil flow at the three valve controls.&lt;br /&gt;
&lt;br /&gt;
; ROE &lt;br /&gt;
Minimize damage to oil storage containers and pipes.&lt;br /&gt;
&lt;br /&gt;
; Enemy &lt;br /&gt;
Enemy consists of a squad-sized terrorist force &lt;br /&gt;
inside the main pump station.&lt;br /&gt;
&lt;br /&gt;
; Troops &lt;br /&gt;
One Special Forces A Team.&lt;br /&gt;
&lt;br /&gt;
; Terrain &lt;br /&gt;
Alaskan Pipeline Pump Station consisting of &lt;br /&gt;
three structures; the pump station, the exterior oil&lt;br /&gt;
tanks and a one story out-building housing the emergency &lt;br /&gt;
shut off valve.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DEFENSE==&lt;br /&gt;
&lt;br /&gt;
; Situation &lt;br /&gt;
Terrorist forces are expected to seize the &lt;br /&gt;
Alaskan Pipeline pump station at grid WA542679.  &lt;br /&gt;
&lt;br /&gt;
; Mission &lt;br /&gt;
ODA 20-2 will defend Alaskan Pipeline Pump &lt;br /&gt;
Station at grid WA542679 to prevent terrorists from &lt;br /&gt;
accomplishing either of the following: taking control of &lt;br /&gt;
the main control panel; shutting down the flow of oil into &lt;br /&gt;
the pumps at the three valve controls.&lt;br /&gt;
&lt;br /&gt;
; ROE &lt;br /&gt;
Minimize damage to oil storage containers and pipes.&lt;br /&gt;
&lt;br /&gt;
; Enemy &lt;br /&gt;
Enemy consists of a squad-sized force armed with &lt;br /&gt;
assault rifles and grenades.&lt;br /&gt;
&lt;br /&gt;
; Troops &lt;br /&gt;
One Special Forces A Team.&lt;br /&gt;
&lt;br /&gt;
; Terrain &lt;br /&gt;
Alaskan Pipeline Pump Station consisting of &lt;br /&gt;
three structures; the pump station, the exterior oil&lt;br /&gt;
tanks and a one story out-building housing the emergency &lt;br /&gt;
shut off valve.&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>	</entry>

	</feed>