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	<id>https://wiki.sogpf.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Veteran29</id>
	<title>Savage Game Design Wiki - User contributions [en]</title>
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	<updated>2026-04-07T22:22:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.sogpf.com/index.php?title=VN_fnc_endMission&amp;diff=12392</id>
		<title>VN fnc endMission</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=VN_fnc_endMission&amp;diff=12392"/>
		<updated>2024-07-02T22:36:43Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Function&lt;br /&gt;
&lt;br /&gt;
|v= 1.00&lt;br /&gt;
|author=Ethan Johnson&lt;br /&gt;
|a=&lt;br /&gt;
&lt;br /&gt;
|e=&lt;br /&gt;
&lt;br /&gt;
|g1= vn_end_functions&lt;br /&gt;
&lt;br /&gt;
|d= &amp;lt;pre&amp;gt;End mission with either a fade to black or a cinematic outro.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|s= [_endName,_win,_fade,_playMusic,_cancelTasks,_end_code] call [[VN_fnc_endMission]];&lt;br /&gt;
&lt;br /&gt;
|p1n=_endName&lt;br /&gt;
|p1t=STRING&lt;br /&gt;
|p1d=CfgDebriefing class which is used as the mission ending template.&lt;br /&gt;
|p1v=&amp;quot;end1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|p2n=_win&lt;br /&gt;
|p2t=BOOL&lt;br /&gt;
|p2d=Win/Loss.&lt;br /&gt;
|p2v=true&lt;br /&gt;
&lt;br /&gt;
|p3n=_fade&lt;br /&gt;
|p3t=BOOL/NUMBER&lt;br /&gt;
|p3d=NUMBER to fade to black in X seconds (will not play music), BOOL to do special outro (with music if enabled).&lt;br /&gt;
|p3v=true&lt;br /&gt;
&lt;br /&gt;
|p4n=_playMusic&lt;br /&gt;
|p4t=BOOL&lt;br /&gt;
|p4d=BOOL to play music.&lt;br /&gt;
|p4v=true&lt;br /&gt;
&lt;br /&gt;
|p5n=_cancelTasks&lt;br /&gt;
|p5t=BOOL&lt;br /&gt;
|p5d=BOOL to cancel tasks that haven't been completed.&lt;br /&gt;
|p5v=false&lt;br /&gt;
&lt;br /&gt;
|p6n=_end_code&lt;br /&gt;
|p6t=CODE&lt;br /&gt;
|p6d=CODE to call after splash, but before debriefing screen shows.&lt;br /&gt;
|p6v={true}&lt;br /&gt;
&lt;br /&gt;
|r1t=BOOL&lt;br /&gt;
|r1d=Function reached the end.&lt;br /&gt;
&lt;br /&gt;
|x1= [&amp;quot;end1&amp;quot;] call vn_fnc_endMission;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Situational_Awareness_Module&amp;diff=12390</id>
		<title>Situational Awareness Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Situational_Awareness_Module&amp;diff=12390"/>
		<updated>2024-02-10T19:58:55Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Situational Awareness module ==&lt;br /&gt;
&lt;br /&gt;
==== This page will guide you through adding the Situational Awareness module to your mission. ====&lt;br /&gt;
This module gives players a basic sense of situational awareness by making AI units speak audio lines, allowing players to know their location from audio alone.&lt;br /&gt;
&lt;br /&gt;
==== Eden Editor ====&lt;br /&gt;
&lt;br /&gt;
To add the module to your mission all you need to do is place the module '''Enable Ambient Voices''' into your mission.&lt;br /&gt;
&lt;br /&gt;
This module does not have any attributes.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Files ====&lt;br /&gt;
&lt;br /&gt;
There are no configuration files for this module.&lt;br /&gt;
&lt;br /&gt;
==== Scripting ====&lt;br /&gt;
===== Events =====&lt;br /&gt;
Scripted event will be emitted for units ambient audio cues (only on clients)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[missionNamespace, &amp;quot;vn_sam_dynamic_audio_play&amp;quot;, {&lt;br /&gt;
    // _type is one of &amp;quot;close&amp;quot;, &amp;quot;far&amp;quot;, &amp;quot;close_tunnel&amp;quot;&lt;br /&gt;
    params [&amp;quot;_unit&amp;quot;, &amp;quot;_soundName&amp;quot;, &amp;quot;_type&amp;quot;];&lt;br /&gt;
}] call BIS_fnc_addScriptedEventHandler;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Modules]]&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Situational_Awareness_Module&amp;diff=12389</id>
		<title>Situational Awareness Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Situational_Awareness_Module&amp;diff=12389"/>
		<updated>2024-02-10T19:55:16Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: Add scripted event documentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Situational Awareness module ==&lt;br /&gt;
&lt;br /&gt;
==== This page will guide you through adding the Situational Awareness module to your mission. ====&lt;br /&gt;
This module gives players a basic sense of situational awareness by making AI units speak audio lines, allowing players to know their location from audio alone.&lt;br /&gt;
&lt;br /&gt;
==== Eden Editor ====&lt;br /&gt;
&lt;br /&gt;
To add the module to your mission all you need to do is place the module '''Enable Ambient Voices''' into your mission.&lt;br /&gt;
&lt;br /&gt;
This module does not have any attributes.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Files ====&lt;br /&gt;
&lt;br /&gt;
There are no configuration files for this module.&lt;br /&gt;
&lt;br /&gt;
==== Scripting ====&lt;br /&gt;
&lt;br /&gt;
===== Events =====&lt;br /&gt;
Scripted event will be emitted for units ambient audio cues (only on clients)&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[missionNamespace, &amp;quot;vn_sam_dynamic_audio_play&amp;quot;, {&lt;br /&gt;
    // _type is one of &amp;quot;close&amp;quot;, &amp;quot;far&amp;quot;, &amp;quot;close_tunnel&amp;quot;&lt;br /&gt;
	params [&amp;quot;_unit&amp;quot;, &amp;quot;_soundName&amp;quot;, &amp;quot;_type&amp;quot;];&lt;br /&gt;
}] call BIS_fnc_addScriptedEventHandler;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Modules]]&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Photo_Camera&amp;diff=12387</id>
		<title>Photo Camera</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Photo_Camera&amp;diff=12387"/>
		<updated>2023-06-13T20:37:49Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Photo Camera ==&lt;br /&gt;
&lt;br /&gt;
=== Saving photos to disk ===&lt;br /&gt;
&lt;br /&gt;
To enable saving of the camera photos to the disk place &amp;quot;Enable Photo Camera Picture Saving&amp;quot; (vn_module_photo_camera_enable_screenshots) module in the mission.&lt;br /&gt;
The feature uses Arma 3 [https://community.bistudio.com/wiki/screenshot screenshot] command and the same limitations apply to it.&lt;br /&gt;
&lt;br /&gt;
The screenshots are saved to your current profile directory:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Documents\Arma 3\Screenshots&amp;lt;/code&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Documents\Arma 3 - Other Profiles\&amp;lt;profile&amp;gt;\Screenshots&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
==== Handling pictures being taken ====&lt;br /&gt;
&lt;br /&gt;
Every time player &amp;quot;captures&amp;quot; a picture the &amp;lt;code&amp;gt;vn_photoCamera_pictureTaken&amp;lt;/code&amp;gt; scripted event is emitted locally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[true, &amp;quot;vn_photoCamera_pictureTaken&amp;quot;, {&lt;br /&gt;
	params [&amp;quot;_cursorTarget&amp;quot;];&lt;br /&gt;
	hint format [&amp;quot;You've taken a photo of %1&amp;quot;, getText (configOf _cursorTarget &amp;gt;&amp;gt; &amp;quot;displayName&amp;quot;)];&lt;br /&gt;
}] call BIS_fnc_addScriptedEventHandler;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disabling feature ====&lt;br /&gt;
&lt;br /&gt;
To disable the feature set the &amp;lt;code&amp;gt;vn_photoCamera_allowed&amp;lt;/code&amp;gt; variable to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
missionNamespace setVariable [&amp;quot;vn_photoCamera_allowed&amp;quot;, false];&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Camera feature for other weapons ====&lt;br /&gt;
&lt;br /&gt;
To enable photo saving via other weapons add them as a key to &amp;lt;code&amp;gt;vn_photoCameras&amp;lt;/code&amp;gt; hashmap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
vn_photoCameras set [&amp;quot;Rangefinder&amp;quot;, true];&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To disable photo saving for weapon remove it from &amp;lt;code&amp;gt;vn_photoCameras&amp;lt;/code&amp;gt; hashmap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
vn_photoCameras deleteAt &amp;quot;vn_camera_01&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Modules]]&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Photo_Camera&amp;diff=12386</id>
		<title>Photo Camera</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Photo_Camera&amp;diff=12386"/>
		<updated>2023-06-13T20:28:11Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Photo Camera ==&lt;br /&gt;
&lt;br /&gt;
=== Saving photos to disk ===&lt;br /&gt;
&lt;br /&gt;
To enable saving of the camera photos to the disk place &amp;quot;Enable Photo Camera Picture Saving&amp;quot; (vn_module_photo_camera_enable_screenshots) module in the mission.&lt;br /&gt;
The feature uses Arma 3 [https://community.bistudio.com/wiki/screenshot screenshot] command and the same limitations apply to it.&lt;br /&gt;
&lt;br /&gt;
The screenshots are saved to your current profile directory:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Documents\Arma 3\Screenshots&amp;lt;/code&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Documents\Arma 3 - Other Profiles\&amp;lt;profile&amp;gt;\Screenshots&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
==== Handling pictures being taken ====&lt;br /&gt;
&lt;br /&gt;
Every time player &amp;quot;captures&amp;quot; a picture the &amp;lt;code&amp;gt;vn_photoCamera_pictureTaken&amp;lt;/code&amp;gt; scripted event is emitted locally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[true, &amp;quot;vn_photoCamera_pictureTaken&amp;quot;, {&lt;br /&gt;
	params [&amp;quot;_cursorTarget&amp;quot;];&lt;br /&gt;
	hint format [&amp;quot;You've taken a photo of %1&amp;quot;, getText (configOf _cursorTarget &amp;gt;&amp;gt; &amp;quot;displayName&amp;quot;)];&lt;br /&gt;
}] call BIS_fnc_addScriptedEventHandler;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disabling feature ====&lt;br /&gt;
&lt;br /&gt;
To disable the feature set the &amp;lt;code&amp;gt;vn_photoCamera_allowed&amp;lt;/code&amp;gt; variable to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
missionNamespace setVariable [&amp;quot;vn_photoCamera_allowed&amp;quot;, false];&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Camera feature for other weapons ====&lt;br /&gt;
&lt;br /&gt;
To enable photo saving via other weapons add them as a key to &amp;lt;code&amp;gt;vn_photoCameras&amp;lt;/code&amp;gt; hashmap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
vn_photoCameras set [&amp;quot;Rangefinder&amp;quot;, true];&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To disable photo saving for weapon remove it from &amp;lt;code&amp;gt;vn_photoCameras&amp;lt;/code&amp;gt; hashmap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
vn_photoCameras deleteAt &amp;quot;vn_camera_01&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Photo_Camera&amp;diff=12385</id>
		<title>Photo Camera</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Photo_Camera&amp;diff=12385"/>
		<updated>2023-06-13T20:27:48Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Photo Camera ==&lt;br /&gt;
&lt;br /&gt;
=== Saving photos to disk ===&lt;br /&gt;
&lt;br /&gt;
To enable saving of the camera photos to the disk place &amp;quot;Enable Photo Camera Picture Saving&amp;quot; (vn_module_photo_camera_enable_screenshots) module in the mission.&lt;br /&gt;
The feature uses Arma 3 [https://community.bistudio.com/wiki/screenshot screenshot] command and the same limitations apply to it.&lt;br /&gt;
&lt;br /&gt;
The screenshots are saved to your current profile directory:&lt;br /&gt;
&amp;lt;code&amp;gt;Documents\Arma 3\Screenshots&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Documents\Arma 3 - Other Profiles\&amp;lt;profile&amp;gt;\Screenshots&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
==== Handling pictures being taken ====&lt;br /&gt;
&lt;br /&gt;
Every time player &amp;quot;captures&amp;quot; a picture the &amp;lt;code&amp;gt;vn_photoCamera_pictureTaken&amp;lt;/code&amp;gt; scripted event is emitted locally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[true, &amp;quot;vn_photoCamera_pictureTaken&amp;quot;, {&lt;br /&gt;
	params [&amp;quot;_cursorTarget&amp;quot;];&lt;br /&gt;
	hint format [&amp;quot;You've taken a photo of %1&amp;quot;, getText (configOf _cursorTarget &amp;gt;&amp;gt; &amp;quot;displayName&amp;quot;)];&lt;br /&gt;
}] call BIS_fnc_addScriptedEventHandler;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disabling feature ====&lt;br /&gt;
&lt;br /&gt;
To disable the feature set the &amp;lt;code&amp;gt;vn_photoCamera_allowed&amp;lt;/code&amp;gt; variable to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
missionNamespace setVariable [&amp;quot;vn_photoCamera_allowed&amp;quot;, false];&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Camera feature for other weapons ====&lt;br /&gt;
&lt;br /&gt;
To enable photo saving via other weapons add them as a key to &amp;lt;code&amp;gt;vn_photoCameras&amp;lt;/code&amp;gt; hashmap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
vn_photoCameras set [&amp;quot;Rangefinder&amp;quot;, true];&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To disable photo saving for weapon remove it from &amp;lt;code&amp;gt;vn_photoCameras&amp;lt;/code&amp;gt; hashmap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
vn_photoCameras deleteAt &amp;quot;vn_camera_01&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Photo_Camera&amp;diff=12384</id>
		<title>Photo Camera</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Photo_Camera&amp;diff=12384"/>
		<updated>2023-06-13T15:08:27Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Photo Camera ==&lt;br /&gt;
&lt;br /&gt;
=== Saving photos to disk ===&lt;br /&gt;
&lt;br /&gt;
To enable saving of the camera photos to the disk place &amp;quot;Enable Photo Camera Picture Saving&amp;quot; (vn_module_photo_camera_enable_screenshots) module in the mission. The feature uses Arma 3 [https://community.bistudio.com/wiki/screenshot screenshot] command and same limitations apply to it.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
==== Handling pictures being taken ====&lt;br /&gt;
&lt;br /&gt;
Every time player &amp;quot;captures&amp;quot; a picture the &amp;lt;code&amp;gt;vn_photoCamera_pictureTaken&amp;lt;/code&amp;gt; scripted event is emmitted locally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[true, &amp;quot;vn_photoCamera_pictureTaken&amp;quot;, {&lt;br /&gt;
	params [&amp;quot;_cursorTarget&amp;quot;];&lt;br /&gt;
	hint format [&amp;quot;You've taken a photo of %1&amp;quot;, getText (configOf _cursorTarget &amp;gt;&amp;gt; &amp;quot;displayName&amp;quot;)];&lt;br /&gt;
}] call BIS_fnc_addScriptedEventHandler;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disabling feature ====&lt;br /&gt;
&lt;br /&gt;
To disable the feature set the &amp;lt;code&amp;gt;vn_photoCamera_allowed&amp;lt;/code&amp;gt; variable to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
missionNamespace setVariable [&amp;quot;vn_photoCamera_allowed&amp;quot;, false];&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Camera feature for other weapons ====&lt;br /&gt;
&lt;br /&gt;
To enable photo saving via other weapons add them as a key to &amp;lt;code&amp;gt;vn_photoCameras&amp;lt;/code&amp;gt; hashmap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
vn_photoCameras set [&amp;quot;Rangefinder&amp;quot;, true];&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To disable photo saving via other weapon remove it from &amp;lt;code&amp;gt;vn_photoCameras&amp;lt;/code&amp;gt; hashmap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
vn_photoCameras deleteAt &amp;quot;vn_camera_01&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Photo_Camera&amp;diff=12383</id>
		<title>Photo Camera</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Photo_Camera&amp;diff=12383"/>
		<updated>2023-06-13T14:57:27Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: Created page with &amp;quot;== Photo Camera ==  === Saving photos to disk ===  To enable saving of the camera photos to the disk place &amp;quot;Enable Photo Camera Picture Saving&amp;quot; (vn_module_photo_camera_enable_...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Photo Camera ==&lt;br /&gt;
&lt;br /&gt;
=== Saving photos to disk ===&lt;br /&gt;
&lt;br /&gt;
To enable saving of the camera photos to the disk place &amp;quot;Enable Photo Camera Picture Saving&amp;quot; (vn_module_photo_camera_enable_screenshots) module in the mission. The feature uses Arma 3 [https://community.bistudio.com/wiki/screenshot screenshot] command and same limitations apply to it.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
==== Handling pictures being taken ====&lt;br /&gt;
&lt;br /&gt;
Every time player &amp;quot;captures&amp;quot; a picture the &amp;lt;code&amp;gt;vn_photoCamera_pictureTaken&amp;lt;/code&amp;gt; scripted event is emmitted locally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[true, &amp;quot;vn_photoCamera_pictureTaken&amp;quot;, {&lt;br /&gt;
	params [&amp;quot;_cursorTarget&amp;quot;];&lt;br /&gt;
	hint format [&amp;quot;You've take a photo of %1&amp;quot;, getText (configOf _cursorTarget &amp;gt;&amp;gt; &amp;quot;displayName&amp;quot;)];&lt;br /&gt;
}] call BIS_fnc_addScriptedEventHandler;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disabling feature ====&lt;br /&gt;
&lt;br /&gt;
To disable the feature set the &amp;lt;code&amp;gt;vn_photoCamera_allowed&amp;lt;/code&amp;gt; variable to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
missionNamespace setVariable [&amp;quot;vn_photoCamera_allowed&amp;quot;, false];&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Camera feature for other weapons ====&lt;br /&gt;
&lt;br /&gt;
To enable photo saving via other weapons add them as a key to &amp;lt;code&amp;gt;vn_photoCameras&amp;lt;/code&amp;gt; hashmap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
vn_photoCameras set [&amp;quot;Rangefinder&amp;quot;, true];&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To disable photo saving via other weapon remove it from &amp;lt;code&amp;gt;vn_photoCameras&amp;lt;/code&amp;gt; hashmap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
vn_photoCameras deleteAt &amp;quot;vn_camera_01&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Advanced_Revive&amp;diff=11660</id>
		<title>Advanced Revive</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Advanced_Revive&amp;diff=11660"/>
		<updated>2023-06-03T08:25:14Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Revive ==&lt;br /&gt;
&lt;br /&gt;
==== This page will guide you through adding the Advanced Revive module to your mission. ====&lt;br /&gt;
This module allows players to become incapacitated, drag and carry incapacitated players, heal, stabilize, and resuscitate incapacitated players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Eden Editor ====&lt;br /&gt;
&lt;br /&gt;
To add the module to your mission all you need to do is place the module '''Advanced Revive''' into your mission, you do not need to sync anything to it.&lt;br /&gt;
&lt;br /&gt;
The attributes for the module will allow you to change the following,&lt;br /&gt;
* '''Bleedout Time'''&lt;br /&gt;
** Time it takes from first incapacitated until the unit dies from bleeding out.&lt;br /&gt;
* '''Stabilize Items'''&lt;br /&gt;
** The items that can be used to stabilize incapacitated units.&lt;br /&gt;
* '''Remove Stabilize Item'''&lt;br /&gt;
** Should the stabilize item be removed.&lt;br /&gt;
* '''Resuscitate Items'''&lt;br /&gt;
** The items that can be used to resuscitate incapacitated units.&lt;br /&gt;
* '''Remove Resuscitate Item'''&lt;br /&gt;
** Should the resuscitate item be removed.&lt;br /&gt;
* '''Required Trait'''&lt;br /&gt;
** Is the 'Medic' trait required to resuscitate a unit.&lt;br /&gt;
* '''Revive Delay'''&lt;br /&gt;
** How long the resuscitate action takes to complete.&lt;br /&gt;
* '''Medic Skill'''&lt;br /&gt;
** Do units with the 'Medic' trait.&lt;br /&gt;
* '''Casualty Crawl'''&lt;br /&gt;
** Percentage chance the unit has to successfully crawl when pressing a move key.&lt;br /&gt;
* '''Casualty Explosives'''&lt;br /&gt;
** Percentage chance the unit has to successfully use/trigger explosives when attempting to interact with an explosive.&lt;br /&gt;
* '''Respawn Action Time'''&lt;br /&gt;
** What percentage of the bleedout timer must have passed before the respawn action appears.&lt;br /&gt;
* '''Bleeding Effects'''&lt;br /&gt;
** If the time spent bleeding out decreases the above chances to complete actions.&lt;br /&gt;
* '''Withstand Percentage Required'''&lt;br /&gt;
** What percentage of the bleedout timer must have passed before the withstand action appears.&lt;br /&gt;
* '''Casualty Icon Distance'''&lt;br /&gt;
** The maximum distance the 3D casualty icon will appear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Configuration Files ====&lt;br /&gt;
&lt;br /&gt;
There are no configuration files for this module&lt;br /&gt;
&lt;br /&gt;
==== Scripting ====&lt;br /&gt;
&lt;br /&gt;
===== Making the unit carryable =====&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
if (isServer) then {&lt;br /&gt;
	_unit setUnconscious true;&lt;br /&gt;
	[_unit, false, true] remoteExec [&amp;quot;vn_fnc_revive_actions_local&amp;quot;, 0, true];&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Modules]]&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Aircraft_Master_Arm_Module&amp;diff=11659</id>
		<title>Aircraft Master Arm Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Aircraft_Master_Arm_Module&amp;diff=11659"/>
		<updated>2023-05-04T17:13:28Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Aircraft Master Arm Module ==&lt;br /&gt;
&lt;br /&gt;
==== This page will guide you through adding the Aircraft Master Arm module to your mission. ====&lt;br /&gt;
This module allows players to rearm, repair, and refuel their aircraft during the mission at specific locations defined my the module.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Eden Editor ====&lt;br /&gt;
&lt;br /&gt;
To add the module to your mission all you need to do is place the module '''Aircraft Master Arm''' into your mission.&lt;br /&gt;
&lt;br /&gt;
Then in the attributes for the module you can alter the following options,&lt;br /&gt;
* '''Ammo Vehicles'''&lt;br /&gt;
** Enter the class names of objects or vehicles which will be seen by the module as objects which a player can use to rearm their aircraft.&lt;br /&gt;
** Vehicles and objects with a '''TransportAmmo''' defined in their config are automatically seen by the module.&lt;br /&gt;
* '''Fuel Vehicles'''&lt;br /&gt;
** Enter the class names of objects or vehicles which will be seen by the module as objects which a player can use to refuel their aircraft.&lt;br /&gt;
** Vehicles and objects with a '''TransportFuel''' defined in their config are automatically seen by the module.&lt;br /&gt;
* '''Repair Vehicles'''&lt;br /&gt;
** Enter the class names of objects or vehicles which will be seen by the module as objects which a player can use to repair their aircraft.&lt;br /&gt;
** Vehicles and objects with a '''TransportRepair''' defined in their config are automatically seen by the module.&lt;br /&gt;
&lt;br /&gt;
Objects synchronized to the module will be used as object's that players must be near for the &amp;quot;Master Arm&amp;quot; action to be available.&lt;br /&gt;
&lt;br /&gt;
Multiple modules can be placed within the same mission, their attributes will be merged at mission start.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Configuration Files ====&lt;br /&gt;
&lt;br /&gt;
This module does not use any configuration files&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== During Gameplay ====&lt;br /&gt;
&lt;br /&gt;
Players can access the Master Arm menu through the scroll wheel action menu.&lt;br /&gt;
&lt;br /&gt;
The action will '''only be available if players meet the following conditions''',&lt;br /&gt;
* The players is currently driving/piloting the vehicle.&lt;br /&gt;
* The vehicle is an aircraft.&lt;br /&gt;
* The vehicle is moving below 5 km/h&lt;br /&gt;
* The player is within 25 meters of an object which is synchronized to the module.&lt;br /&gt;
&lt;br /&gt;
When opening the Master Arm menu the vehicle's engine will be turned off.&lt;br /&gt;
&lt;br /&gt;
Players can alter the following through the option on the left,&lt;br /&gt;
* '''Components'''&lt;br /&gt;
** This allows players to enable/disable components on the aircraft.&lt;br /&gt;
* '''Camouflage''' &lt;br /&gt;
** This allows players to change the color and livery of their aircraft.&lt;br /&gt;
* '''Loadout'''&lt;br /&gt;
** This allows players to change the weapons and pylons on their aircraft.&lt;br /&gt;
&lt;br /&gt;
Along the bottom of the menu players can select buttons to rearm, refuel, and repair their aircraft.&lt;br /&gt;
&lt;br /&gt;
NOTE: Teamswitching to different pilots does not work with the module in the editor. You need to be the Player and not a Playable unit.&lt;br /&gt;
&lt;br /&gt;
==== Scripting ====&lt;br /&gt;
&lt;br /&gt;
Alternatively to setting the module attributes, following variables can be set on objects to make them recognizable by the system:&lt;br /&gt;
* Fuel - &amp;lt;code&amp;gt;vehicle setVariable [&amp;quot;vn_master_arm_supplyFuel&amp;quot;, true];&amp;lt;/code&amp;gt;&lt;br /&gt;
* Ammo - &amp;lt;code&amp;gt;vehicle setVariable [&amp;quot;vn_master_arm_supplyAmmo&amp;quot;, true];&amp;lt;/code&amp;gt;&lt;br /&gt;
* Repair - &amp;lt;code&amp;gt;vehicle setVariable [&amp;quot;vn_master_arm_supplyRepair&amp;quot;, true];&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Setting the variable to `true` forces the object to be recognized as that supply type, setting it to `false` will force it to be not recognized as that supply type, even if it's an ammo/fuel/repair truck etc. This has `local` effect.&lt;br /&gt;
&lt;br /&gt;
[[Category: Modules]]&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Multiplayer_Missions&amp;diff=11658</id>
		<title>Multiplayer Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Multiplayer_Missions&amp;diff=11658"/>
		<updated>2023-03-03T19:27:06Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: Add terrain classnames&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:logo_120px.png|borderless|60px|right|link=https://community.bistudio.com/wiki/S.O.G._Prairie_Fire]]&lt;br /&gt;
Find below an overview of the classnames for available Multiplayer Missions in Arma 3 Creator DLC: S.O.G. Prairie Fire.&lt;br /&gt;
&lt;br /&gt;
= Mission Lists =&lt;br /&gt;
== Cooperative Missions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shown Name&lt;br /&gt;
! Classname&lt;br /&gt;
! Terrain classname&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| '''01 CO14: Eldest Son'''&lt;br /&gt;
| vn_coop_01&lt;br /&gt;
| Cam_Lao_Nam&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''02 CO15: Spindown'''&lt;br /&gt;
| vn_coop_02&lt;br /&gt;
| Cam_Lao_Nam&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''03 CO15: Bright Light'''&lt;br /&gt;
| vn_coop_03&lt;br /&gt;
| Cam_Lao_Nam&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''04 CO14: Asthtray'''&lt;br /&gt;
| vn_coop_04&lt;br /&gt;
| Cam_Lao_Nam&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''05 CO15: Ma Bell'''&lt;br /&gt;
| vn_coop_05&lt;br /&gt;
| Cam_Lao_Nam&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''06 CO15: Oscar Eight'''&lt;br /&gt;
| vn_coop_06&lt;br /&gt;
| Cam_Lao_Nam&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''07 CO12: Eldest Son II'''&lt;br /&gt;
| vn_coop_07&lt;br /&gt;
| vn_Khe_Sanh&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''08 CO8: Black Spear'''&lt;br /&gt;
| vn_coop_08&lt;br /&gt;
| Cam_Lao_Nam&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Mutltiayer_Missions&amp;diff=11657</id>
		<title>Mutltiayer Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Mutltiayer_Missions&amp;diff=11657"/>
		<updated>2023-03-03T17:43:05Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Multiplayer_Missions]]&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Mutltiayer_Missions&amp;diff=11656</id>
		<title>Mutltiayer Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Mutltiayer_Missions&amp;diff=11656"/>
		<updated>2023-03-03T17:41:59Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Multiplayer_Missions&amp;diff=11655</id>
		<title>Multiplayer Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Multiplayer_Missions&amp;diff=11655"/>
		<updated>2023-03-03T17:41:42Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: Created page with &amp;quot;link=https://community.bistudio.com/wiki/S.O.G._Prairie_Fire Find below an overview of the classnames for available Multiplayer...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:logo_120px.png|borderless|60px|right|link=https://community.bistudio.com/wiki/S.O.G._Prairie_Fire]]&lt;br /&gt;
Find below an overview of the classnames for available Multiplayer Missions in Arma 3 Creator DLC: S.O.G. Prairie Fire.&lt;br /&gt;
&lt;br /&gt;
= Mission Lists =&lt;br /&gt;
== Cooperative Missions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shown Name&lt;br /&gt;
! Classname&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| '''01 CO14: Eldest Son'''&lt;br /&gt;
| vn_coop_01&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''02 CO15: Spindown'''&lt;br /&gt;
| vn_coop_02&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''03 CO15: Bright Light'''&lt;br /&gt;
| vn_coop_03&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''04 CO14: Asthtray'''&lt;br /&gt;
| vn_coop_04&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''05 CO15: Ma Bell'''&lt;br /&gt;
| vn_coop_05&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''06 CO15: Oscar Eight'''&lt;br /&gt;
| vn_coop_06&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''07 CO12: Eldest Son II'''&lt;br /&gt;
| vn_coop_07&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''08 CO8: Black Spear'''&lt;br /&gt;
| vn_coop_08&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Main_Page&amp;diff=11654</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Main_Page&amp;diff=11654"/>
		<updated>2023-03-03T17:41:34Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ __NOEDITSECTION__&amp;lt;!-- Hide page title &amp;quot;Main Page&amp;quot; --&amp;gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px)&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{Banner|Welcome to the {{vn}} Wiki}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: auto; width: 80%&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; width: 33.33%&amp;quot; |&lt;br /&gt;
== Content ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Assets|Assets]]&lt;br /&gt;
* [[:Category:Functions|Functions]]&lt;br /&gt;
* [[:Category:Modules|Modules]]&lt;br /&gt;
* [[Dialogs_and_Radio_Comms|Dialogs and Radio Comms]]&lt;br /&gt;
* [[Multiplayer_Missions|Multiplayer Missions]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top; width: 33.33%&amp;quot; |&lt;br /&gt;
== Wiki ==&lt;br /&gt;
&lt;br /&gt;
* [[Special:Categories|Categories]]&lt;br /&gt;
* [[:Category:Templates|Templates]]&lt;br /&gt;
* [[Special:AllPages|All Pages]]&lt;br /&gt;
* [[Special:ListFiles|All Files]]&lt;br /&gt;
* [[Special:RecentChanges|Last Edits]]&lt;br /&gt;
* [[:Category:TODO|To-Do]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Mutltiayer_Missions&amp;diff=11653</id>
		<title>Mutltiayer Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Mutltiayer_Missions&amp;diff=11653"/>
		<updated>2023-03-03T17:40:19Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:logo_120px.png|borderless|60px|right|link=https://community.bistudio.com/wiki/S.O.G._Prairie_Fire]]&lt;br /&gt;
Find below an overview of the classnames for available Multiplayer Missions in Arma 3 Creator DLC: S.O.G. Prairie Fire.&lt;br /&gt;
&lt;br /&gt;
= Mission Lists =&lt;br /&gt;
== Cooperative Missions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shown Name&lt;br /&gt;
! Classname&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| '''01 CO14: Eldest Son'''&lt;br /&gt;
| vn_coop_01&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''02 CO15: Spindown'''&lt;br /&gt;
| vn_coop_02&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''03 CO15: Bright Light'''&lt;br /&gt;
| vn_coop_03&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''04 CO14: Asthtray'''&lt;br /&gt;
| vn_coop_04&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''05 CO15: Ma Bell'''&lt;br /&gt;
| vn_coop_05&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''06 CO15: Oscar Eight'''&lt;br /&gt;
| vn_coop_06&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''07 CO12: Eldest Son II'''&lt;br /&gt;
| vn_coop_07&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''08 CO8: Black Spear'''&lt;br /&gt;
| vn_coop_08&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Mutltiayer_Missions&amp;diff=11652</id>
		<title>Mutltiayer Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Mutltiayer_Missions&amp;diff=11652"/>
		<updated>2023-03-03T17:38:49Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: Created page with &amp;quot;url=https://community.bistudio.com/wiki/S.O.G._Prairie_Fire Find below an overview of the classnames for available Multiplayer M...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:logo_120px.png|borderless|60px|right|url=https://community.bistudio.com/wiki/S.O.G._Prairie_Fire]]&lt;br /&gt;
Find below an overview of the classnames for available Multiplayer Missions in Arma 3 Creator DLC: S.O.G. Prairie Fire.&lt;br /&gt;
&lt;br /&gt;
= Mission Lists =&lt;br /&gt;
== Cooperative Missions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shown Name&lt;br /&gt;
! Classname&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| '''01 CO14: Eldest Son'''&lt;br /&gt;
| vn_coop_01&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''02 CO15: Spindown'''&lt;br /&gt;
| vn_coop_02&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''03 CO15: Bright Light'''&lt;br /&gt;
| vn_coop_03&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''04 CO14: Asthtray'''&lt;br /&gt;
| vn_coop_04&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''05 CO15: Ma Bell'''&lt;br /&gt;
| vn_coop_05&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''06 CO15: Oscar Eight'''&lt;br /&gt;
| vn_coop_06&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''07 CO12: Eldest Son II'''&lt;br /&gt;
| vn_coop_07&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''08 CO8: Black Spear'''&lt;br /&gt;
| vn_coop_08&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=File:Logo_120px.png&amp;diff=11651</id>
		<title>File:Logo 120px.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=File:Logo_120px.png&amp;diff=11651"/>
		<updated>2023-03-03T17:32:49Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Main_Page&amp;diff=11650</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Main_Page&amp;diff=11650"/>
		<updated>2023-03-03T17:25:44Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: Add Multiplayer Missions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ __NOEDITSECTION__&amp;lt;!-- Hide page title &amp;quot;Main Page&amp;quot; --&amp;gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px)&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{Banner|Welcome to the {{vn}} Wiki}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: auto; width: 80%&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; width: 33.33%&amp;quot; |&lt;br /&gt;
== Content ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Assets|Assets]]&lt;br /&gt;
* [[:Category:Functions|Functions]]&lt;br /&gt;
* [[:Category:Modules|Modules]]&lt;br /&gt;
* [[Dialogs_and_Radio_Comms|Dialogs and Radio Comms]]&lt;br /&gt;
* [[Mutltiayer_Missions|Multiplayer Missions]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top; width: 33.33%&amp;quot; |&lt;br /&gt;
== Wiki ==&lt;br /&gt;
&lt;br /&gt;
* [[Special:Categories|Categories]]&lt;br /&gt;
* [[:Category:Templates|Templates]]&lt;br /&gt;
* [[Special:AllPages|All Pages]]&lt;br /&gt;
* [[Special:ListFiles|All Files]]&lt;br /&gt;
* [[Special:RecentChanges|Last Edits]]&lt;br /&gt;
* [[:Category:TODO|To-Do]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Dialogs_and_Radio_Comms&amp;diff=11645</id>
		<title>Dialogs and Radio Comms</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Dialogs_and_Radio_Comms&amp;diff=11645"/>
		<updated>2022-11-09T23:30:25Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: Add proper escapes for classname entries to allow pipe characters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Missions dialogs list ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
    |-&lt;br /&gt;
    ! Config !! Class !! String key !! Text&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_01_01&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO01_01 || &amp;lt;b&amp;gt;LZ spotted, standby for insertion.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_01_02&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO01_02 || &amp;lt;b&amp;gt;COVEY, Spike Team COLUMBIA. All clear.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_01_03&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO01_03 || &amp;lt;b&amp;gt;COLUMBIA this is COVEY, Roger, Good hunting. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_01_04&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO01_04 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, We need extraction. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_01_05&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO01_05 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, head south. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_01_06&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO01_06 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Prairie Fire! Prairie Fire! They're comin' for us... HOW COPY?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_01_07&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO01_07 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Wait out. All callsigns this is COVEY 46 declaring a Prairie Fire Emergency. COLUMBIA head to the Lima Zulu, We'll walk nape down your back trail. Good luck!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_01_08&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO01_08 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, They're on top of us! Give me 20 mike mike, rockets and nape all along our front, or we're never gonna make it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_01_09&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO01_09 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Air is coming in hot... Just keep your heads down and keep on shooting, the Kingbees will be there in 2 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_01_10&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO01_10 || &amp;lt;b&amp;gt;Hello! COLUMBIA do you guys need a ride home?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_01_11&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO01_11 || &amp;lt;b&amp;gt;KINGBEE, I'm gonna kiss you when we land you sweet mother fucker&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_01_12&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO01_12 || &amp;lt;b&amp;gt;Ha ha Du ma! Crazy trung-si! You dinky-dau! Maybe I shoot you if you try to kiss me! You go kill beaucoup VC for me OK?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_01&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_01 || &amp;lt;b&amp;gt;COLUMBIA this is MINUTEMAN 45, we'll be inserting you today. We're standing by at the flight-line. S-4 left you some presents here boys.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_02&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_02 || &amp;lt;b&amp;gt;LZ in sight, 2 mikes, lock n load&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_03&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_03 || &amp;lt;b&amp;gt;COLUMBIA, this is COVEY, Trucks destroyed. Well done! However, there are more coming. You can stay and destroy more trucks or request extraction now.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_04&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_04 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, roger, slicks inbound, three mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_05&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_05 || &amp;lt;b&amp;gt;Hi COLUMBIA you guys ready to go home?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_06&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_06 || &amp;lt;b&amp;gt;Hi MINUTEMAN, yeah we're sure glad to see you. Beers are on us at the recon club tonight.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_07&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_07 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, you got a problem! Hillsboro reports enemy triple A surrounding the site. No extraction possible. Bug out of there on foot.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_08&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_08 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Roger, heading South. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_09&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_09 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, No Tac-Air today, you'll have to run as far south as you can get.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_10&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_10 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, They're on top of us. Where are the Slicks?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_11&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_11 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, slicks will be there in 2 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_12&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_12 || &amp;lt;b&amp;gt;Hi MINUTEMAN, yeah we're sure glad you made it in here. Beers are on us at the recon club tonight.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_13&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_13 || &amp;lt;b&amp;gt;COLUMBIA, this is COVEY, we got a problem. You're boxed in. The Slicks can't make it in there. Break south. I say again!. Break south. No extraction.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_14&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_14 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Any sign of Lima Zulu? Can't see anywhere down here. Got voices all around us. Situation is critical. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_15&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_15 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, OK it's a long-shot. Hillsboro has detoured a Commando Vault package. Mark your location with smoke NOW.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_16&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_16 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, OK I see it, heading to the target.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_17&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_17 || &amp;lt;b&amp;gt;Geez, COLUMBIA you guys sure know how to throw a party. Just look at the place!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_03_01&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO03_01 || &amp;lt;b&amp;gt;Bright Light emergency! A Kingbee has gone down, crashed in the trees. Let's get the team on board. It's showtime boys!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_03_02&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO03_02 || &amp;lt;b&amp;gt;There's the crash site. We'll set you down here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_03_03&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO03_03 || &amp;lt;b&amp;gt;COVEY this is Spike Team COLUMBIA. Moving out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_03_04&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO03_04 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger that, Good hunting. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_03_05&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO03_05 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Crash site secure.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_03_06&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO03_06 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, what's the sitrep on the package? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_03_07&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO03_07 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Package 1 secure, 3 KIA to pick up. Package 2 is probably nearby, moving to locate. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_03_08&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO03_08 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, RT Raleigh will extract the KIAs, I have a lot of air standing by for you. Just say the word. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_03_09&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO03_09 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, We're onto Package 2. Going underground for a time. Will be off-comms. If we don't come out, order an Arc-Light on this grid.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_03_10&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO03_10 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, I have your grid. Let's hope it doesn't come to that. I need to check in with another team but I will be back when you need me. Good luck down there. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_03_11&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO03_11 || &amp;lt;b&amp;gt;COLUMB…, …VEY…hurry… large enemy for….overrun…say again…&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_03_12&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO03_12 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, We're out. We have Package 2, one pilot. Give me a Lima Zulu. I say again, Package two is secured. Requesting Lima Zulu, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_03_13&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO03_13 || &amp;lt;b&amp;gt;COLUMBIA COVEY Good to hear from you again, you need to move your team out. There are enemy forces converging from the north, east and west&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_03_14&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO03_14 || &amp;lt;b&amp;gt;All callsigns this is COVEY 46 declaring a Prairie Fire Emergency. Voodoo callsigns begin your runs. Start dropping your ordnance to the November of the marked site.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_03_15&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO03_15 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, They're onto us! Requesting snakes and nape all along our back trail to our November echo, repeat to our November echo. We need it now!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_03_16&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO03_16 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, We're hammering your back trail. There's a thousand of them sons of bitches... Keep your heads down... CONDOR is on the way. Will be there in 2 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_03_17&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO03_17 || &amp;lt;b&amp;gt;Hey COLUMBIA let's get going, beaucoup VC will be on us soon.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_03_18&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO03_18 || &amp;lt;b&amp;gt;CONDOR, I'm sure glad to see you. Get us outta this hell-hole.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_03_19&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO03_19 || &amp;lt;b&amp;gt;Damn you sure stirred up an ants nest down here. At least Covey will get a good body count! …… That's a real good thing you done for our Vietnamese crews. They believe if the body is left behind and not buried in their homeland, the soul will forever wander the jungles in pain and suffering.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_04_01&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO04_01 || &amp;lt;b&amp;gt;LZ spotted, standby for insertion.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_04_02&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO04_02 || &amp;lt;b&amp;gt;COVEY this is Spike Team COLUMBIA. All clear.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_04_03&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO04_03 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger. Watch out for some triple-A in your target. We just took hits from your Echo. Good hunting. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_04_04&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO04_04 || &amp;lt;b&amp;gt;COVEY this is Spike Team COLUMBIA. Team at RON site. Beware confirmed triple-A site to our Sierra. See you on the flipside.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_04_05&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO04_05 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, sleep tight, check in with Moonbeam later.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_04_06&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO04_06 || &amp;lt;b&amp;gt;MOONBEAM this is Spike Team COLUMBIA. Team at RON site. NVA very close, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_04_07&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO04_07 || &amp;lt;b&amp;gt;COLUMBIA, this is MOONBEAM. Roger, we'll monitor your signal. If you need help we can bring up a SPECTRE, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_04_08&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO04_08 || &amp;lt;b&amp;gt;MOONBEAM, Roger thanks. Let's see how it plays out. COLUMBIA out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_04_09&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO04_09 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, How you guys going down there? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_04_10&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO04_10 || &amp;lt;b&amp;gt;COVEY this is COLUMBIA. Heading for the road, tracking triple-A team, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_04_11&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO04_11 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger. We'll be on station for your snatch today. Kingbees will be orbiting. COVEY out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_04_12&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO04_12 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Prairie Fire! Prairie Fire! We need extraction NOW! Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_04_13&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO04_13 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Wait out. All callsigns this is COVEY 59 declaring a Prairie Fire Emergency. COLUMBIA head to the Lima Zulu and I'll start wasting your back trail.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_04_14&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO04_14 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, They're close to us! Give me rockets and nape to the trees to ECHO. I say again splash our ECHO.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_04_15&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO04_15 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Air is coming in hot... Keep shooting, the Kingbees will be there in 2 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_04_16&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO04_16 || &amp;lt;b&amp;gt;Hi COLUMBIA did you guys run into trouble here?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_04_17&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO04_17 || &amp;lt;b&amp;gt;KINGBEE, we're getting on now. Thanks for the pickup.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_04_18&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO04_18 || &amp;lt;b&amp;gt;Ok team, stop eyeing up our prize. It ain't happening! This is our ticket to a whole bunch of Taipei pussy.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_01&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_01 || &amp;lt;b&amp;gt;There's your LZ, looks quiet down there, you good?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_02&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_02 || &amp;lt;b&amp;gt;COVEY, this is Spike Team COLUMBIA. All clear.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_03&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_03 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger. It looks busy down there to the November and Echo, I'll bring the air back as soon as you need it. Covey out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_04&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_04 || &amp;lt;b&amp;gt;HILLSBORO, COLUMBIA. Pattern Gold, I say again, Pattern Gold.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_05&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_05 || &amp;lt;b&amp;gt;COLUMBIA, HILLSBORO, receiving you 3 by 5. Roger. Pattern Gold acknowledged.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_06&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_06 || &amp;lt;b&amp;gt;COVEY, COLUMBIA. Team at RON site, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_07&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_07 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Moonbeam will check in with you tonight.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_08&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_08 || &amp;lt;b&amp;gt;MOONBEAM, this is Spike Team COLUMBIA, how copy? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_09&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_09 || &amp;lt;b&amp;gt;COLUMBIA, this is MOONBEAM. Good copy. We're on station, weather's turning patchy. Stay safe. Moonbeam out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_10&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_10 || &amp;lt;b&amp;gt;COLUMBIA, this is COVEY 6, Covey 6 calling ST Columbia, how do you read, over?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_11&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_11 || &amp;lt;b&amp;gt;COVEY, this is Spike Team COLUMBIA, Good morning! All good here. We're on the move, but will need you soon, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_12&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_12 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Weathers patchy. We have a fair bit of air scheduled. Be here when you need it, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_13&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_13 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Prairie Fire! Prairie Fire! Need extraction... need tac-air... over&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_14&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_14 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Break. All callsigns this is COVEY 6 calling a Prairie Fire Emergency.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_15&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_15 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, they're all around us! Give me rockets in the trees to our NOVEMBER and ECHO. I say again NOVEMBER and ECHO.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_16&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_16 || &amp;lt;b&amp;gt;COVEY, this is HARE LEAD 5, we got a pink team here to mix it up a little. Where do you want it?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_17&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_17 || &amp;lt;b&amp;gt;HARE LEAD, COVEY, Roger, Glad to have you. Spike Team is to your Sierra. Light up everything to November of the willie pete. With this weather you're all we've got. Break. COLUMBIA, COVEY, continue heading Sierra, how copy?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_18&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_18 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, sorry there was too much ordnance going on. Good copy! Moving Sierra, out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_19&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_19 || &amp;lt;b&amp;gt;COVEY, HARE LEAD 5, what else do ya need? We have nails and HE.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_20&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_20 || &amp;lt;b&amp;gt;HARE LEAD, COVEY, Roger, Keep working the trees to the November of the lemon smoke, there's plenty more of them bastards down there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_21&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_21 || &amp;lt;b&amp;gt;OK COVEY, where are you taking us? This ride's getting hot.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_22&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_22 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, LZ is one click Sierra, wide open, but the pink teams got you covered. You'll know it when you see it... Keep moving, the Gnats will be there in 5 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_23&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_23 || &amp;lt;b&amp;gt;COVEY, we have a BICYCLE. Tell HQ it might get us more air.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_24&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_24 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, confirm a living BICYCLE?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_25&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_25 || &amp;lt;b&amp;gt;COVEY, that's a Roger. Now get us out of here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_26&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_26 || &amp;lt;b&amp;gt;COLUMBIA, GNAT 7 here, come to fly you guys home.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_27&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_27 || &amp;lt;b&amp;gt;GNAT, We're ready to go, get in here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_28&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_28 || &amp;lt;b&amp;gt;Hey is that guy a General?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_05_29&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO05_29 || &amp;lt;b&amp;gt;Negative he's a colonel, and boy does he look pissed.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_01&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_01 || &amp;lt;b&amp;gt;There's your LZ, like landing on the moon!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_02&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_02 || &amp;lt;b&amp;gt;Mayday Mayday! We're going down! Heavy enemy AA...&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_03&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_03 || &amp;lt;b&amp;gt;This is COVEY 5 calling a Prairie Fire emergency. 2 Ships are down, no survivors. Bring in everything we got. Chase ships stand-by, BREAK, COLUMBIA, I'm sorry, the AA is too heavy for extraction.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_04&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_04 || &amp;lt;b&amp;gt;COVEY, Columbia, roger, get us help now!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_05&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_05 || &amp;lt;b&amp;gt;This is COVEY 5… seein' tanks… PT76s... comin' from... Whisky of Oscar Eight... need fast movers and gunships. Taking fire... heavy AA…. Team in trouble….&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_06&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_06 || &amp;lt;b&amp;gt;MUSKET 5 commencing run, holy shit this is hot... Yee Ha.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_07&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_07 || &amp;lt;b&amp;gt;MUSKET 5, EAGLE CLAW 41, we're right on your six, going for the boats.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_08&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_08 || &amp;lt;b&amp;gt;COVEY 5 this is VOODOO 6, strike package on station, 1 mike out, where do you want it?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_09&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_09 || &amp;lt;b&amp;gt;VOODOO 6, COVEY, roger, tanks in the open to the Whiskey of the road, marked with willie pete, how copy?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_10&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_10 || &amp;lt;b&amp;gt;VOODOO 6, smoke seen, rolling in.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_11&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_11 || &amp;lt;b&amp;gt;VOODOO 6, COVEY, good effect! You really knocked them dead&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_12&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_12 || &amp;lt;b&amp;gt;Mayday mayday, VOODOO 5 is hit!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_13&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_13 || &amp;lt;b&amp;gt;VOODOO 5 is down… his wing exploded… no parachutes… they're gone.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_14&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_14 || &amp;lt;b&amp;gt;SUNDOWNER strike package on station, whaddya need?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_15&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_15 || &amp;lt;b&amp;gt;SUNDOWNER 6, COVEY, good timing, give me nape all along the ridge line to the echo of the river.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_16&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_16 || &amp;lt;b&amp;gt;SUNDOWNER 6 roger, commencing run.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_17&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_17 || &amp;lt;b&amp;gt;SUNDOWNER good effect, repeat strike...&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_18&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_18 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, light casualties, a lot of action, any news on extraction? We're in the middle of a regimental HQ, there's some sort of radar 100 feet in front of us over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_19&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_19 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, glad to hear your voice, can't extract yet, too much AA... That may be the fire direction radar, can you mark it?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_20&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_20 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, roger, we'll try.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_21&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_21 || &amp;lt;b&amp;gt;COVEY, MUSKET 5, we are Winchester on ammo, off-station, will be back as soon as we're rearm.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_22&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_22 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, target marked, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_23&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_23 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, roger smoke seen, OK move echo towards the blue, we'll focus on that target now… get the team clear.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_24&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_24 || &amp;lt;b&amp;gt;COVEY, COLUMBIA radar is down. Tell HQ we need more air, and FAST.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_25&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_25 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, good work, move to your echo, we'll try and get you out near the blue.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_26&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_26 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, we can't get near it, heading for the river.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_27&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_27 || &amp;lt;b&amp;gt;COVEY, this is Eagle Claw 41. I'm done with your western targets, focussing on the river. Where's your team located?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_28&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_28 || &amp;lt;b&amp;gt;EAGLE CLAW, COVEY, Roger, Team is on the western shore awaiting extraction, see what you can do to help them.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_29&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_29 || &amp;lt;b&amp;gt;COVEY, Eagle Claw, roger. The AA is heavier up high, coming from the eastern side of the mountain, suggest getting the team over the river and extracting from right underneath their fire, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_30&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_30 || &amp;lt;b&amp;gt;EAGLE CLAW, COVEY, Roger, break. Columbia, can you guys get across the blue? How copy?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_31&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_31 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, FUCK! Well… we can try, just get us an extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_32&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_32 || &amp;lt;b&amp;gt;Columbia, COVEY, Roger, Break All callsigns keep suppressing those bastards so we can get the team across the blue.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_33&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_33 || &amp;lt;b&amp;gt;MINUTEMAN, you OK to extract, follow blue in from south, keep low, and pick up the team on the western bank, over&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_34&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_34 || &amp;lt;b&amp;gt;MINUTEMAN, do you copy? over&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_35&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_35 || &amp;lt;b&amp;gt;Covey, Roger this is MINUTEMAN 2, standing by, we'll get them out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_36&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_36 || &amp;lt;b&amp;gt;Minuteman 2? I heard you go down? How in hell...?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_37&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_37 || &amp;lt;b&amp;gt;Covey, Roger, we got picked up and grabbed a chase ship at Camp Eagle, no way we're gonna leave these guys here...&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_38&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_38 || &amp;lt;b&amp;gt;ABORT! ABORT! Minuteman they got another patrol boat down there...&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_39&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_39 || &amp;lt;b&amp;gt;COVEY, Eagle Claw, engaging boat… c'mon you fucker, get some!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_40&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_40 || &amp;lt;b&amp;gt;Hey Columbia, you comin or what?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_06_41&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO06_41 || &amp;lt;b&amp;gt;COLUMBIA, COVEY! How're you holding up?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_e01_01&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_E01_01 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, primary objectives complete. Moving to OP. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_e01_02&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_E01_02 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger. Any problems getting you out? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_e01_03&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_E01_03 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE, The way is clear, extract should be fine, NEPTUNE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_e01_04&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_E01_04 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, We’re hearing alarms, are you guys ok? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_e01_05&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_E01_05 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE, We had to go loud, still some tasks to deal with, will see what we can do here. NEPTUNE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_e01_06&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_E01_06 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, we’re at the OP now, there are several sites in view. We’re gonna see if we can do somethin’ about them. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_e01_07&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_E01_07 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, we’ll wait for your OK. MOONSHINE 5 out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_e01_08&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_E01_08 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, we’re back at the OP, secondary sites are set to blow. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_e01_09&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_E01_09 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, Strike package is close, keep eyes on, MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_e01_10&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_E01_10 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Strike package is inbound, get out of there now. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_e01_11&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_E01_11 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, Roger. We’re heading to the OP, there was no chance, so some AA is still active, I say again, some AA is still active. Neptune out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_e01_12&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_E01_12 || &amp;lt;b&amp;gt;MOONSHINE 5, this is SUNDOWNER 6, approaching your target. Are we cleared hot? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_e01_13&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_E01_13 || &amp;lt;b&amp;gt;SUNDOWNER 6, MOONSHINE 5, Copy, wait one, Break! NEPTUNE 6 Initiate! I say again Initiate! Break. SUNDOWNER 6, target should be illuminated. Cleared hot, MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_e01_14&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_E01_14 || &amp;lt;b&amp;gt;MOONSHINE 5, SUNDOWNER 6, Roger, engaging. SUNDOWNER out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_e01_15&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_E01_15 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, we’re at the OP, under fire, there’s a pilot bailed out real near us. We’re gonna try an get him. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_e01_16&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_E01_16 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, good luck, we’ll advise the Navy. MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_e01_17&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_E01_17 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, we have the pilot. His wizzo is KIA. We’re heading to the RV. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_e01_18&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_E01_18 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, we’ll see you at the RV. MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_e01_19&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_E01_19 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, the pilot is KIA. We’re under too much fire, moving to RV now. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_e01_20&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_E01_20 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, sorry to hear that, just try to reach the extract. MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || &amp;lt;nowiki&amp;gt;vn_radiocom_coop_02_e01_21&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_CO02_E01_21 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, We see you approaching the RV, let’s get you on board and get out of here. MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_01&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_01 || &amp;lt;b&amp;gt;Heads up, killer! This is Lieutenant Bowra, callsign El Cid, I'll be advising you during your mission today. Our teams have succeeded in planting sabotaged ammo in the past – you should, too. But remember that no mission is routine.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_02&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any additional weapons you might need. It's the building next to the TOC. Don't forget to take mines!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_03&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_03 || &amp;lt;b&amp;gt;Your CAR-15 is fantastic for recon ops. Plan on carrying 20 mags and at least 10 grenades, plus mines, claymores and smokes. Your pointman needs a suppressed Swedish K for any chance contacts.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_04&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_04 || &amp;lt;b&amp;gt;These Chinese AK rounds contain PETN high explosive, with one or two packed in each 640-round &amp;quot;sardine can.&amp;quot; An NVA will load a sabotaged round and xin loi!… 'Sorry 'bout that!'&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_05&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_05 || &amp;lt;b&amp;gt;Our Vietnamese pilots, the Kingbees, these guys are the best in the business. No matter how bad things get , they will come and get ya. You had better bet Cowboy is ice cold in the middle of a shitstorm.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_06&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_06 || &amp;lt;b&amp;gt;Clandestine is your byword. To avoid being spotted during insertion, don't land near any visible enemy presence.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_07&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_07 || &amp;lt;b&amp;gt;Stay alert to LZ watchers who will report your landing. The enemy is gonna send trackers after you -- bushwhack 'em and continue your mission.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_08&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_08 || &amp;lt;b&amp;gt;Good choice. This LZ is pretty small - hell, the enemy might not even watch it. Once you hit the ground, move fast then hide for ten minutes and LISTEN.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_09&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_09 || &amp;lt;b&amp;gt;If there's negative enemy, give Covey a 'Team OK' so he can release the air assets from standby.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_10&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_10 || &amp;lt;b&amp;gt;Weather's fair – good-to-go for Tac-Air or an emergency extraction.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_11&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_11 || &amp;lt;b&amp;gt;TRACKER! His signal shots mean the NVA is on your ass. Plant some toe-poppers and evade –dog-leg back and forth to throw them off...&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_12&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_12 || &amp;lt;b&amp;gt;Sounds like your tracker found your mines. Well done. Now keep moving away from that sound!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_13&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_13 || &amp;lt;b&amp;gt;A high speed trail – the kind the bastards use to move ammo between cache sites. Shadow it north and you might find one.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_14&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_14 || &amp;lt;b&amp;gt;Sentries! Avoid contact or the mission will become a lot harder and you'll have to fight for your lives!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_15&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_15 || &amp;lt;b&amp;gt;Until the sentries are out of the way, get in a tight perimeter, face outwards like spokes in a wheel.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_16&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_16 || &amp;lt;b&amp;gt;Now's your chance. Plant the spiked ammo cans near the others and un-ass the area!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_17&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_17 || &amp;lt;b&amp;gt;That'll give someone a headache. Now let's get the team outta here before anyone wakes up.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_18&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_18 || &amp;lt;b&amp;gt;They're on to you! Remember your immediate action drills and break contact.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_19&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_19 || &amp;lt;b&amp;gt;Use Claymores and grenades to buy some distance, then run like fucking hell. Get your asses to an LZ.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_20&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_20 || &amp;lt;b&amp;gt;Extraction birds en route! Covey will pick your LZ. Get there fast! Must be a whole battalion in the area.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_21&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_21 || &amp;lt;b&amp;gt;You've reached the LZ. Take cover- hold the high ground! Call tac-air on these bastards!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_22&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_22 || &amp;lt;b&amp;gt;Ok! Kingbees are en route, but we gotta hold on! Keep the enemy off the LZ.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_23&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_23 || &amp;lt;b&amp;gt;Kingbee is here – Board it, FAST. One-Zero is last to board.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_24&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_24 || &amp;lt;b&amp;gt;This sit-down LZ beats flying out on a STABO rig – great if that's all you got, but that rig is one painful-ass way to fly.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_01_radiohint_25&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO01_25 || &amp;lt;b&amp;gt;Welcome back. Head over to the Recon Club for a cold one and swap lessons learned with the other Spike Teams. They weren't sure you'd make it out of there. Job well done.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_01&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_01 || &amp;lt;b&amp;gt;This is El Cid, I'll be monitoring your mission today. Hatchet Forces deliver a real gut-punch to the NVA. We've been doing this since 65, but keep in mind, they will do whatever they can to wipe you out today. Go careful.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_02&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any weapons you might need. The building next to the T.O.C.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_03&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_03 || &amp;lt;b&amp;gt;The M60 or RPD shorty could come in handy today. Or an M79 thumper. Beaucoup targets on that highway. Bring plenty of claymores. Grab a few LAW launchers too.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_04&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_04 || &amp;lt;b&amp;gt;Head over to the flight line. Flying slicks today – low level insert under the cloud. Bring a bag – it could get messy!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_05&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_05 || &amp;lt;b&amp;gt;You can nail a lot of enemy hardware with these heavy weapons. Get 'em loaded on the slick.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_06&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_06 || &amp;lt;b&amp;gt;This cloud layer is thick. You're gonna be socked in - zero chance of Tac-Air and looks pretty dicey for emergency extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_07&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_07 || &amp;lt;b&amp;gt;Here it is - MSS Leghorn - sovereign American real estate in the heart of Laos. A home away from home.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_08&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_08 || &amp;lt;b&amp;gt;The enemy patrols the base of the mountain. You'll need to slip by them to set up mines on the road.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_09&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_09 || &amp;lt;b&amp;gt;Put half your guys near the road with claymores. Watch over them with the big guns from up here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_10&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_10 || &amp;lt;b&amp;gt;OK you're all set up. The show's about to get started. If the bastards go nuts you're gonna need to bug out fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_11&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_11 || &amp;lt;b&amp;gt;Here they come. Blow the claymores when they're right on 'em. Then whack 'em with the heavy stuff. They're not gonna know what hit them.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_12&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_12 || &amp;lt;b&amp;gt;Looks like they're buzzing. Get your team on the hill. Use the mortar and machine guns for cover.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_13&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_13 || &amp;lt;b&amp;gt;Nice work - you lit a fire under their asses! That's a lot of scrap metal! Enough for Chief SOG. You can either call in the slicks, or stick around for more fireworks.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_14&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_14 || &amp;lt;b&amp;gt;Well that was a close call! You guys sure knocked a dent in the enemy supply train. Nice clean ambush, you poured it on 'em, and bugged out in good time.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_15&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_15 || &amp;lt;b&amp;gt;Heads up! Hillsboro is reporting heavy enemy radio traffic. There's a lot of NVA converging on this area.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_16&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_16 || &amp;lt;b&amp;gt;Christ, one-zero, you sure got a lot of balls. Keep smacking their trucks. They are desperate to get through.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_17&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_17 || &amp;lt;b&amp;gt;OK one-zero, you can either call in the slicks, or stick around for more fireworks. Maybe you've done enough damage today?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_18&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_18 || &amp;lt;b&amp;gt;With no extraction from here, you'll have to bug the team out. Get off this mountain and break south. Watch out for NVA patrols. They're coming in force.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_19&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_19 || &amp;lt;b&amp;gt;There are NVA closing in from all sides, pick up the pace! They really have a bug up their ass!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_20&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_20 || &amp;lt;b&amp;gt;OK try and hold this LZ, the slicks are on their way.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_21&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_21 || &amp;lt;b&amp;gt;Well that was a really close call! You guys sure knocked a dent in the enemy supply train. Nice clean ambush, you shut down their road for half a day!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_22&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_22 || &amp;lt;b&amp;gt;Ballsy move! This Hatchet Force is really giving 'em hell. Keep hammering that road.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_23&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_23 || &amp;lt;b&amp;gt;The NVA have you almost surrounded, it's time to go.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_24&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_24 || &amp;lt;b&amp;gt;No deal today! They have this LZ boxed in with triple-A. Your best chance is to break south again. Smoke your back trail and di di mao!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_25&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_25 || &amp;lt;b&amp;gt;OK, there's not much time, the NVA are almost on you, there are hundreds of them! Keep running.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_26&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_26 || &amp;lt;b&amp;gt;A BLU-82! Toss smoke on your pos so COVEY doesn't drop it too near you. Stay clear until the bomb goes off, then get in fast! The slicks will be in right behind the blast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_27&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_27 || &amp;lt;b&amp;gt;Hold this LZ, the slicks are here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_28&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_28 || &amp;lt;b&amp;gt;Well that was too close for comfort! You guys sure knocked out the enemy supply train. Nice clean ambush, you shut down their road for a whole day! Chief SOG will have a cigar for you in Saigon. That BLU-82 was a blast!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_02_radiohint_29&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO02_29 || &amp;lt;b&amp;gt;Welcome back. Head over to the Recon Club for a cold one on me. Make sure to swap lessons learned with the other Spike Teams. Good work one-zero, mission complete.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_01&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_01 || &amp;lt;b&amp;gt;This is Sergeant Meyer, callsign Tilt, I'll be advising you during this mission.  Every Spike team spends a week in every month standing Bright Light duty.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_02&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any weapons you need. It's the building next to the TOC. And make sure you have first aid kits.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_03&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_03 || &amp;lt;b&amp;gt;We have some new M16s with suppressors for this one.  A little heavier than your CAR15, but could be useful so you can get in quiet and avoid enemy detection.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_04&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_04 || &amp;lt;b&amp;gt;Time to head out to the flight line and wait for the call. If it's a good week, you'll get to cool your heels playing poker or even work on your tan.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_05&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_05 || &amp;lt;b&amp;gt;Ok this is it! Our guys are in trouble. Time to mount up. Today you're riding with US slick pilots Condor 22. They know the terrain and are used to flying into hot LZ's. Rest assured they will pull you out if you get into shit.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_06&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_06 || &amp;lt;b&amp;gt;Ok this is bad. I don't want to spook you, but the A Shau valley is a real shithole, crawling with hardcore NVA troops. Try to avoid contact down there or it could get pretty desperate.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_07&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_07 || &amp;lt;b&amp;gt;There's the crash site. It's right in Charlie's backyard, so land a bit further out and try to get there undetected. Those suppressors from Okinawa should help.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_08&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_08 || &amp;lt;b&amp;gt;Air assets are stacked up for you on this. Use them when you need them, but try and locate the crew first.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_09&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_09 || &amp;lt;b&amp;gt;You're doing great so far, everyone in the team sure appreciates that somebody will come and get them if they get stuck in the shit like this.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_10&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_10 || &amp;lt;b&amp;gt;OK here's the site, approach it carefully, check for enemy around the perimeter.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_11&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_11 || &amp;lt;b&amp;gt;Damn! looks like Charlie is on high alert the area is crawling with soldiers, deploy your team and take them down as quietly as possible, but watch out for friendlies.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_12&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_12 || &amp;lt;b&amp;gt;OK good job, now check for radios, codebooks and flight-plans. Look for any US or ARVN survivors or bodies. Do it quick.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_13&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_13 || &amp;lt;b&amp;gt;Bringing back this stuff is important, Charlie has been known to use our radios to listen in to our comms, or even set traps to lure in other helicopter crews.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_14&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_14 || &amp;lt;b&amp;gt;So, 3 bodies and 4 helmets. Looks like one of the guys is alive, but he may have been taken. Another team will extract the bodies, see if you can pick up on the trail for the missing pilot.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_15&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_15 || &amp;lt;b&amp;gt;A blood trail. This looks promising. See where it goes.This is where the fun starts, be ready...&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_16&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_16 || &amp;lt;b&amp;gt;A VC camp! The enemy has a huge network of small camps like this throughout the A Shau. It's one of the reasons we lost whole teams in here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_17&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_17 || &amp;lt;b&amp;gt;Sweep the camp, to see what you're up against. Then take everyone down fast, and find our guy.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_18&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_18 || &amp;lt;b&amp;gt;Hmm, No sign of the pilot yet. Have another look, this camp seems too small for the amount of troops here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_19&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_19 || &amp;lt;b&amp;gt;So Charlie has a cave! Better go easy, see who's home.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_20&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_20 || &amp;lt;b&amp;gt;Well well well... Charlie has been busy, a tunnel! This may be a much bigger operation than we realised. These rat holes can go on for miles, best get in there and try to find the pilot and get out fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_21&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_21 || &amp;lt;b&amp;gt;This is some creepy shit, Columbia. Beware booby traps. Charlie uses mines, spikes, murder-holes, even snakes, all kinds of horrible stuff.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_22&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_22 || &amp;lt;b&amp;gt;You found him! OK administer first aid fast and let's get the hell out of this shithole. Covey is sending in the Slicks now, let's di di.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_23&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_23 || &amp;lt;b&amp;gt;You lost the pilot! OK this is bad news, but keep your head and try to extract the team.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_24&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_24 || &amp;lt;b&amp;gt;Run to the Lima Zulu, Charlie knows something's up! There are patrols moving this way, coming fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_25&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_25 || &amp;lt;b&amp;gt;Covey will start pasting the area to your north. We have tac-air stacked up to 20,000 feet. They can't see much with this cloud, but Coveys doing a good job guiding them to their targets.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_26&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_26 || &amp;lt;b&amp;gt;OK here's the LZ, get yourselves spread out for defence, and get on board fast when the slicks hit the dirt. Charlie's gonna be moving in triple A.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_27&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_27 || &amp;lt;b&amp;gt;Jump on, let's go home.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_28&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_28 || &amp;lt;b&amp;gt;Welcome back Columbia. Head over to the mess and grab some chow for your team. Job well done.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_03_radiohint_29&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO03_29 || &amp;lt;b&amp;gt;Welcome back Columbia. It's a shame we lost the pilot. Get some chow and a shower and head for debrief.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_01&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_01 || &amp;lt;b&amp;gt;This is Tilt, I'll be advising you during your mission today.  Capturing an enemy prisoner is risky and a lot of teams have failed. Chief SOG is offering 5 days R&amp;amp;R for this one. I'd recommend Taipei.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_02&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any additional weapons you may need. It's the building next to the TOC. Don't forget claymores and suppressors!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_03&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_03 || &amp;lt;b&amp;gt;A suppressed M3 will do for the road security. The rest of the team should go &amp;quot;loaded for elephant&amp;quot;.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_04&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_04 || &amp;lt;b&amp;gt;Use the claymore to blow the wheels off the truck and stun the driver. Place it side-on so it only takes out the tires. You don't want to harm the driver.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_05&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_05 || &amp;lt;b&amp;gt;Keep the prisoner away from the indigs, they may throw him out of the Kingbee. Remember these guys lost family to the communists. They wouldn't think twice seeing if he can fly.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_06&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_06 || &amp;lt;b&amp;gt;Avoid being spotted during insertion, don't land near any visible enemy presence.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_07&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_07 || &amp;lt;b&amp;gt;Stay alert to LZ watchers who will report your landing. As for trackers -- bushwhack 'em and continue your mission.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_08&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_08 || &amp;lt;b&amp;gt;This LZ is small and should work out. Once you hit the ground, move fast then hide and LISTEN.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_09&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_09 || &amp;lt;b&amp;gt;Send Covey a &amp;quot;Team OK&amp;quot; so he can release the air assets from standby.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_10&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_10 || &amp;lt;b&amp;gt;Weather's not too bad – good-to-go for your team's extraction.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_11&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_11 || &amp;lt;b&amp;gt;There are rumours of an NVA battalion in this area. Plant toe-poppers and dog-leg to avoid trackers. Now go find that road.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_12&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_12 || &amp;lt;b&amp;gt;OK well shit just got interesting, the NVA has a fucking triple-A site here! You must be really near to the battalion HQ! Back away from it and find the road. Damn, this could really fuck up the extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_13&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_13 || &amp;lt;b&amp;gt;OK here's your road – setup an observation post and monitor traffic and activity. Watch out for security patrols.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_14&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_14 || &amp;lt;b&amp;gt;Looks like Ho Chi Minh's planning a big party in the South. There's enough ordnance on those trucks to really ruin someone's day.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_15&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_15 || &amp;lt;b&amp;gt;OK move along the road north and see if you can find a good ambush spot. You'll be looking for a blind corner with good cover and easy egress.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_16&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_16 || &amp;lt;b&amp;gt;Security patrol! Avoid contact or the mission will fail and you'll have to fight your way out!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_17&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_17 || &amp;lt;b&amp;gt;This will do. Light's failing, find a suitable RON site for the team to camp til morning.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_18&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_18 || &amp;lt;b&amp;gt;OK one-zero, setup the team here in the briar thicket. Put out remote trigger claymores and sit tight til morning. No snoring!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_19&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_19 || &amp;lt;b&amp;gt;Shhh! Sau reports somethings coming! Wake everybody up... be really quiet.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_20&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_20 || &amp;lt;b&amp;gt;NVA! They haven't seen you, so stay totally quiet and still.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_21&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_21 || &amp;lt;b&amp;gt;Sau says they are from the triple-A site. They are worried that their security element hasn't showed up yet...&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_22&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_22 || &amp;lt;b&amp;gt;OK, track them to their site, and check it out. Go easy one zero. If there's any risk of compromise, back off. Grab your claymores and hustle.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_23&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_23 || &amp;lt;b&amp;gt;OK here's the plan: Take these fuckers down fast, wipe out the gun teams and then head for the road.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_24&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_24 || &amp;lt;b&amp;gt;Set up a claymore facing across the road. Remember you only want to take out the tires!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_25&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_25 || &amp;lt;b&amp;gt;Don't try to bite off too much here. Leave it 'til a solo truck comes along.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_26&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_26 || &amp;lt;b&amp;gt;Good work! Now hogtie the poor commie bastard and stick him with a syrette.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_27&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_27 || &amp;lt;b&amp;gt;You'll be glad you hit that triple-A now, head west fast, this shits about to go south.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_28&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_28 || &amp;lt;b&amp;gt;The Kingbees are coming! Covey will pick your LZ. Get there fast! The noise will have woken up that battalion!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_29&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_29 || &amp;lt;b&amp;gt;Here's the LZ. Take cover - hold this high ground! Call tac-air on the treeline!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_30&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_30 || &amp;lt;b&amp;gt;Kingbees are on the way, hold on! Keep the enemy off the LZ.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_31&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_31 || &amp;lt;b&amp;gt;Shit! The prisoner got zapped. OK never mind, keep laying it down you still gotta get home!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_32&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_32 || &amp;lt;b&amp;gt;Kingbee's here – get the team on board, fast!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_33&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_33 || &amp;lt;b&amp;gt;Well, you lost that commie, but the team made it out. Job done, shame about the Taipei gig. Maybe next time.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_34&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_34 || &amp;lt;b&amp;gt;Kingbee's here – load the prisoner first, and get the fuck outta this place.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_35&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_35 || &amp;lt;b&amp;gt;You made it! So many teams failed to get these kids back to camp. Even cut them off the strings when they put up a fight. You boys are off to Taipei, courtesy of Chief SOG!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_04_radiohint_36&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO04_36 || &amp;lt;b&amp;gt;Welcome back. Maybe skip the Recon Club and pack your shit, the bird is leaving for Da Nang. Best keep your head down or you may get sent out on a Bright Light before you make it outta the FOB. Well done One-zero!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_01&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_01 || &amp;lt;b&amp;gt;This is El Cid, I'll be advising you during this mission. Wiretaps are straightforward, so long as you don't get spotted.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_02&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any additional weapons you may need. It's the building next to the TOC. Don't forget suppressors and your wiretap kit!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_03&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_03 || &amp;lt;b&amp;gt;A suppressed Sten will do for any trail security. Useful for snatching a prisoner if the opportunity arises.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_04&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_04 || &amp;lt;b&amp;gt;We use the 414 wiretap kit to intercept enemy commo by connecting it to a landline and recording the chatter. Place it carefully so it doesn't get spotted.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_05&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_05 || &amp;lt;b&amp;gt;Your interpreter Sau will monitor the commo while it's recording. Remember you need to call in the code word when it's hooked up.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_06&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_06 || &amp;lt;b&amp;gt;This looks like a suitable LZ. It's remote but within reach of the trail area to the Northeast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_07&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_07 || &amp;lt;b&amp;gt;Neutralise any LZ watchers or trail watchers who get in the team's way. Use toe-poppers to fix any trackers. They step over a log and it's Xin loi!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_08&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_08 || &amp;lt;b&amp;gt;Time to send Covey the 'Team OK'. Plant toe-poppers and dog-leg to avoid the trackers. Now go find a trail.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_09&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_09 || &amp;lt;b&amp;gt;You'll be here overnight, so keep an eye open for a remote, defendable RON site.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_10&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_10 || &amp;lt;b&amp;gt;The briefing let us know there's beaucoup enemy here, expect trails packed with troops and couriers.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_11&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_11 || &amp;lt;b&amp;gt;OK here's your trail – setup near the land line and monitor activity. Watch out for security patrols.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_12&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_12 || &amp;lt;b&amp;gt;It wraps to the left, so it's definitely NVA wire. Your 414 kit can monitor 25 miles of voice traffic, so you should get something useful here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_13&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_13 || &amp;lt;b&amp;gt;Sau dug a small hole for the ground return, and caked the cable in mud. Now he'll monitor the commo and dub any important notes direct to the tape. Let's hope the passing troops don't notice it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_14&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_14 || &amp;lt;b&amp;gt;Heads down! This trail sure is busy today. If anyone spots the cable, zap him with your suppressor and hide the body and blood fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_15&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_15 || &amp;lt;b&amp;gt;Oh shit, OK wipe them out silently.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_16&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_16 || &amp;lt;b&amp;gt;Well done, you kept it quiet, now stash the bodies and bikes fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_17&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_17 || &amp;lt;b&amp;gt;Good job, more meat for the wildlife.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_18&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_18 || &amp;lt;b&amp;gt;I guess this cable is too easy to spot, grab the kit and have the Team move out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_19&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_19 || &amp;lt;b&amp;gt;Ok, fuck it… time to go, grab the recorder and clear the area before the NVA show up in force!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_20&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_20 || &amp;lt;b&amp;gt;This will do for a RON. Plenty of cover and concealment - time to get comfortable til morning. Don't forget to set out claymores.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_21&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_21 || &amp;lt;b&amp;gt;Sau says there was chatter about a Trung Ta nearby. That's a light colonel. Might be worth seeing if you can grab him, if his camp is not too well guarded. Maybe check it out at first light.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_22&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_22 || &amp;lt;b&amp;gt;Shhh! something's coming! That ain't a monkey. Easy does it... Just another night in Prairie Fire.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_23&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_23 || &amp;lt;b&amp;gt;Time to check in with Moonbeam.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_24&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_24 || &amp;lt;b&amp;gt;OK time to wake everyone up and break squelch with Covey. He's gotta be up there somewhere.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_25&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_25 || &amp;lt;b&amp;gt;Those NVA last night were heading north, track them to their camp and check it out. This is awfully risky, but might be worth it. If there's any risk of compromise, back off and extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_26&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_26 || &amp;lt;b&amp;gt;Looks like the Colonels in that billet. Well it's your call one-zero. If you think the team can take the camp down then go for it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_27&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_27 || &amp;lt;b&amp;gt;OK, that's them all down - your team sure has the right moves for recon work. Grab that Trung Ta and any intel and get out of here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_28&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_28 || &amp;lt;b&amp;gt;Well you nailed them, but the Colonel didn't make it and there's more NVA coming, you need to leave. Grab whatever intel you can find.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_29&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_29 || &amp;lt;b&amp;gt;Shit they have you surrounded. Hole up and pray Covey can work his magic. The team's in real trouble here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_30&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_30 || &amp;lt;b&amp;gt;This is getting real bad, you'll need to fight your way through them and break south.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_31&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_31 || &amp;lt;b&amp;gt;The Gnats are on their way! Covey has picked the best LZ. Get there fast! Sounds like a whole damn regiment is on its way!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_32&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_32 || &amp;lt;b&amp;gt;Here's the LZ… Whaaat the fuck? What is this place? Take cover and hold out til the extraction birds get here! Call tac-air on that treeline!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_33&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_33 || &amp;lt;b&amp;gt;Woo boy! Look at that! The Cobras are sure doing some damage. Gnats are on the way, hold on! Keep the enemy back.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_34&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_34 || &amp;lt;b&amp;gt;Ok the Gnats are here... Time to di di!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_35&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_35 || &amp;lt;b&amp;gt;HQ is gonna love this recording. Shame you didn't bag that light colonel. That's a weeks R&amp;amp;R down the pan. Let's hope there's some useful intel on the tape.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_36&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_36 || &amp;lt;b&amp;gt;Load the colonel on board and extract. It's getting too hot down here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_37&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_37 || &amp;lt;b&amp;gt;Well done one zero, the NVA are sure gonna be sore you bagged a Colonel. You'll get a week in Tokyo at least!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_05_radiohint_38&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO05_38 || &amp;lt;b&amp;gt;Welcome back. Drop the gear off at the TOC and then hit the showers and the recon bar. Don't forget to get your indigs some chow.  They sure saved your ass back there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_01&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_01 || &amp;lt;b&amp;gt;This is Staff Sgt. Jim Shorten, callsign &amp;quot;Wild Carrot&amp;quot;, I'll be advising you for this mission. Oscar 8 is a motherfucker target. You must have pissed off the S3 real bad to get assigned this one.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_02&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw your weapons. Don't forget explosives.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_03&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_03 || &amp;lt;b&amp;gt;Breaching charges and satchels will be handy to sabotage any trucks you find before bugging out of the target.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_04&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_04 || &amp;lt;b&amp;gt;The 176th are flying you in today, the Minutemen are solid operators. For air support you've been assigned the Muskets gunships and the marines' Eagle Claw cobras... this much heat will be necessary to get you out of that hole.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_05&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_05 || &amp;lt;b&amp;gt;This is the LZ Covey ID'd for you this mornin. Looks OK I guess. Let's hope the Arclight got most of 'em.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_06&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_06 || &amp;lt;b&amp;gt;Send Covey the &amp;quot;Team OK&amp;quot; only when you're sure it's safe. Now let's see what the air force hit.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_07&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_07 || &amp;lt;b&amp;gt;Holy shit, the Minutemen just got taken out! Now you're in trouble. Fight your way off this open area, dig in and call Tac-Air! This is gonna be a shit-show!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_08&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_08 || &amp;lt;b&amp;gt;Get the team into cover one-zero, do it now!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_09&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_09 || &amp;lt;b&amp;gt;They have tanks to the west, and it's too open. You're gonna have to fight east through their camp. You must have landed right in the regimental HQ of the 559th. OK one-zero, let's keep the team together and fight hard, maybe in the confusion you can make it to a safe extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_10&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_10 || &amp;lt;b&amp;gt;Take out these bunkers while they're still dazed from the Arclight!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_11&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_11 || &amp;lt;b&amp;gt;Ok, with all the craziness going on, nobody seems to know you're here… Use the opportunity to ditch those explosives, take out the ammo and fuel stores here, and bug out. It may distract the NVA from finding you. Don't hang around here longer than 5 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_12&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_12 || &amp;lt;b&amp;gt;That'll keep them busy putting out fires, and they may confuse the cooking off ammo for a firefight. Keep moving south-east, gotta find a safe extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_13&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_13 || &amp;lt;b&amp;gt;Damn it! We're losing a lot of good men today. Just keep the team moving, they won't leave you here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_14&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_14 || &amp;lt;b&amp;gt;Looks like a truck park, if you've still got any explosives, set charges and keep moving, give it max... 5 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_15&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_15 || &amp;lt;b&amp;gt;OK that P12 radar truck is fucking up your extraction, either take it out or mark it for air.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_16&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_16 || &amp;lt;b&amp;gt;Well done taking care of the radar. Now how about we knock out that HQ hootch? Could be General Giap himself in there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_17&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_17 || &amp;lt;b&amp;gt;Ha! Well you sure FUCKED them up!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_18&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_18 || &amp;lt;b&amp;gt;OK one-zero, it's time to get out of here, get the team to the river.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_19&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_19 || &amp;lt;b&amp;gt;Ok, fuck it… time to get wet, either swim it, or grab a boat before the NVA realise where you are. The marine cobras will keep their heads down! Get it done!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_20&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_20 || &amp;lt;b&amp;gt;OK, you made it across, good job, now get your asses to the LZ and hold the bastards off til the extraction birds get there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_21&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_21 || &amp;lt;b&amp;gt;MINUTEMAN 2 is inbound! This is a good LZ Keep the bastards off it! Call tac-air on the western shore!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_22&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_22 || &amp;lt;b&amp;gt;Oh boy! Look at that! The NVA navy just got a gift from Uncle Sam. Ok MINUTEMAN is here... Time to di di!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_23&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_23 || &amp;lt;b&amp;gt;Fuckin' Oscar Eight man. That damned target. We lost so many good pilots today, but at least you guys kicked the shit out of the NVA down there. HQ should nuke that fucking target.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_24&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_24 || &amp;lt;b&amp;gt;Welcome back. Grab a bite to eat and get back on the ship, we need every team on Bright Light. It's gonna be a long night...&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_25&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_25 || &amp;lt;b&amp;gt;Well done taking care of the radar.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_06_radiohint_26&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO06_26 || &amp;lt;b&amp;gt;Now how about we knock out that HQ hootch? Could be General Giap himself in there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_coop_07_radiohint_13&amp;lt;/nowiki&amp;gt; || STR_VN_HINTS_CO07_13 || &amp;lt;b&amp;gt;A high speed trail – the kind the bastards use to move ammo between cache sites. Shadow it and you might find one.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_01&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_01 || &amp;lt;b&amp;gt;Welcome to Temporary Duty man. You ain't mad, I'm Staff Sergeant Jim Shorten, the S-1 asked me to show you around. I'll be like a voice in your head 'til you get your shit squared away.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_02&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_02 || &amp;lt;b&amp;gt;This shit-hole is Pleiku. Try not to breathe in the dust or you'll be coughing all night.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_03&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_03 || &amp;lt;b&amp;gt;Jump in the quarter-ton - we'll head out to the range. It's on the other side of the flight-line.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_04&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_04 || &amp;lt;b&amp;gt;It gets kinda busy here, Pleiku is a launch site for all kinds of ops.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_05&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_05 || &amp;lt;b&amp;gt;I did my first tour here in the Navy down at Da Nang, then I volunteered for airborne just like you.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_06&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_06 || &amp;lt;b&amp;gt;Hey if you get a free night in Saigon, check out the Kitty Bar. They got a chick there by the name of Yen, tell her Jimi sent ya.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_07&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_07 || &amp;lt;b&amp;gt;OK here's the range, help yourself to whatever... shoot to the East so you don't hit anything important.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_08&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_08 || &amp;lt;b&amp;gt;Armed Forces Vietnam radio - the music is sweet but the ads suck. That button-snatcher dude needs to get fragged.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_10&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_10 || &amp;lt;b&amp;gt;Ok time to go, the slick will take you on up to Quan Loi. You'll be able to get in some real practice up there... it gets hot, especially at night.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_11&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_11 || &amp;lt;b&amp;gt;Don't forget to use earplugs in the huey. It'll keep you sane.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_12&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_12 || &amp;lt;b&amp;gt;Well here it is, Quan Loi Base Camp. It's near an old rubber plantation, though not much of that is left. They don't call it Rocket City for nothin'!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_13&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_13 || &amp;lt;b&amp;gt;And here it is! Right on time! Charlie has some mortars out there. Report to the command bunker and keep your head down. Don't wanna catch any shrapnel.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_14&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_14 || &amp;lt;b&amp;gt;Well the captain is happy to have you here on TDY, he said to take a patrol out and familiarise yourself with the neighborhood. See if you can find those fuckin mortars.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_15&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_15 || &amp;lt;b&amp;gt;Watch out for traps out here, Charlie likes to leave tripwires and them punji stakes. Ugh, they give me the creeps, the VC rub their shit on 'em to give 'em extra flavor! Fuckin animals.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_16&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_16 || &amp;lt;b&amp;gt;Lower your weapon, it makes you move better and you won't look so much like a freaked out cherry!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_17&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_17 || &amp;lt;b&amp;gt;Ok, easy does it, use your walk key to go slowly, it will reduce your noise... and crouch or crawl to be less visible. Out here, noise discipline is key to survival. Only cherries run.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_18&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_18 || &amp;lt;b&amp;gt;Good shootin'! If you still got any C4 plant it on the tube. If we had more time I'd show ya how to use gasoline to sabotage one of these. Charlie doesn't know a thing until he goes to drop a round in and blows himself and his buddies to pieces… hehehe&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_19&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_19 || &amp;lt;b&amp;gt;That's one team that won't be fuckin with us tonight. Good job.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_20&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_20 || &amp;lt;b&amp;gt;Wow, what happened to those guys? Looks like their ammo malfunctioned. Dumb bastards.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_21&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_21 || &amp;lt;b&amp;gt;Another mortar team taken out. Good job.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_22&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_22 || &amp;lt;b&amp;gt;Ok it's time to head back... you do not wanna get stuck out here after dark. Easy does it going back into camp. Make sure you don't get shot up by Yards thinking you're a VC.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_23&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_23 || &amp;lt;b&amp;gt;Your team is needed at the radio relay! They just killed a sapper in the wire.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_24&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_24 || &amp;lt;b&amp;gt;Ok watch the wire to the south, that's where they shot the VC.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_25&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_25 || &amp;lt;b&amp;gt;Remember your drills! When near a wall or bunker or laying down, you can rest your weapon and hold your breath to stabilise it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_26&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_26 || &amp;lt;b&amp;gt;Nail them sonsabitches before they can blow up your wire.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_27&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_27 || &amp;lt;b&amp;gt;The captain said they think there's sappers bypassing this hill and creeping up to the main camp. Check your north.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_28&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_28 || &amp;lt;b&amp;gt;Ok time to call up some support. Use your radio action to get some lumes on the perimeter, then call HE on any fuckin' sappers dumb enough to go for the camp.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_29&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_29 || &amp;lt;b&amp;gt;Ok you'd better get back to the camp, there's reports of a lot of enemy further out, it's gonna be busy tonight. Take the quarter-ton.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_30&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_30 || &amp;lt;b&amp;gt;VC! Take them out and keep driving! Get to the camp!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_31&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_31 || &amp;lt;b&amp;gt;The VC are comin! Get to a bunker and find a machine gun!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_32&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_32 || &amp;lt;b&amp;gt;Pick your shots, use small bursts! Don't let the flash blind you.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_33&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_33 || &amp;lt;b&amp;gt;Aim just below their muzzle-flashes. Use tracers to adjust your shots.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_34&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_34 || &amp;lt;b&amp;gt;Use grenades if you hear 'em gettin' close. Remember to check which type you've got!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_35&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_35 || &amp;lt;b&amp;gt;Here come the cavalry! These guys will dig you out of the shit so many times on your tour. If you see them back at Pleiku always buy them a beer.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_36&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_36 || &amp;lt;b&amp;gt;Well you did real good for your first time. You might wanna ditch this TDY and sign on for a special unit I just joined myself.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_01_radiohint_37&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP01_37 || &amp;lt;b&amp;gt;One of my old navy buddies is down at the pier, he'll take you to Da Nang. When you get there ask for FOB4, it's right on China Beach, tell them Wild Carrot sent ya! If I see you in the recon bar, I'll buy you a Savage!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_02 | vn_sp_02_v_radiohint_02&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_02 || &amp;lt;b&amp;gt;Hey little brother it's me Dung. You are not crazy, I'm still training in the north, but today, like a dream, I will stand beside you and teach you something OK?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_03 | vn_sp_02_v_radiohint_03&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_03 || &amp;lt;b&amp;gt;New village of Kiem Tra has grown brother. Ba would be proud of you defending it when the foreign soldiers come.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_04 | vn_sp_02_v_radiohint_04&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_04 || &amp;lt;b&amp;gt;The local forces have received new weapons from the north last night. You can walk down to the river and practice shooting.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_05 | vn_sp_02_v_radiohint_05&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_05 || &amp;lt;b&amp;gt;Many bad things happened in the old village when the French came. They took Ba away. It is good that big sister is far away in Saigon now. Only you can defend home village.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_06 | vn_sp_02_v_radiohint_06&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_06 || &amp;lt;b&amp;gt;OK here are the weapons from the north, try shooting them across river so you don't hit Tiens buffalo.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_07 | vn_sp_02_v_radiohint_07&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_07 || &amp;lt;b&amp;gt;After you finish your practice, you can answer the radio.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_08 | vn_sp_02_v_radiohint_08&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_08 || &amp;lt;b&amp;gt;The 22-millimeter rifle grenade is expensive. You can fire frag, flares, and smoke grenades and even use a special HEAT grenade against tanks. But the grenades are old, don't risk your life on them.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_09 | vn_sp_02_v_radiohint_09&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_09 || &amp;lt;b&amp;gt;It is a great honour to be allowed to operate these machine guns. You can kill many enemies with them. But, little brother, always remember to fire in short bursts.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_10 | vn_sp_02_v_radiohint_10&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_10 || &amp;lt;b&amp;gt;The Chinese rifle is very good, never breaks, lasts a long time. Make sure you clean it often.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_11 | vn_sp_02_v_radiohint_11&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_11 || &amp;lt;b&amp;gt;This equipment is very rare, you must be careful. You can see enemies very far away. Only specially trained militia can use it. You must learn how to rest the weapon on the ground and when to hold your breath.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_12 | vn_sp_02_v_radiohint_12&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_12 || &amp;lt;b&amp;gt;The SKS rifle is accurate and some can fire grenades. It has a bayonet for stabbing enemies, and an optic for specially trained men.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_13 | vn_sp_02_v_radiohint_13&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_13 || &amp;lt;b&amp;gt;Keep a pistol nearby at all times brother. It can save your life when soldiers find you.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_14 | vn_sp_02_v_radiohint_14&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_14 || &amp;lt;b&amp;gt;Ba used this for hunting ducks. It is crazy to use in battle, but if you have nothing else, it is still good enough to kill enemies! You can cut off the barrel but that annoy the ghost of Ba.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_15 | vn_sp_02_v_radiohint_15&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_15 || &amp;lt;b&amp;gt;The carbine is American, it came from the Japan war. It's old but reliable and not very heavy. Good for a young soldier.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_16 | vn_sp_02_v_radiohint_16&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_16 || &amp;lt;b&amp;gt;This is an automatic machinegun... it shoots very fast, kills lot of enemies brother. There are others in the box like this one.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_17 | vn_sp_02_v_radiohint_17&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_17 || &amp;lt;b&amp;gt;When you go to fight, always carry many grenades… frags and smoke. If you're really lucky you can get anti-tank grenades. It kills enemy tank easily.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_18 | vn_sp_02_v_radiohint_18&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_18 || &amp;lt;b&amp;gt;We have two types of rocket. Old B40 and new B41. Both can kill an enemy tank, but better for helicopter or enemy patrol ambush. Carry a special pack of rockets for it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_19 | vn_sp_02_v_radiohint_19&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_19 || &amp;lt;b&amp;gt;It is good you learned to make booby-traps for enemy soldiers. Keep them away from village. Make traps with food cans and grenades or with bamboo spikes, and hurt enemy soldiers so they will give up.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_20 | vn_sp_02_v_radiohint_20&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_20 || &amp;lt;b&amp;gt;These big guns from north are for defending camp. Try them all. The fifty-one is best, to kill helicopters when they come.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_21 | vn_sp_02_v_radiohint_21&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_21 || &amp;lt;b&amp;gt;We use 60 and 82 millimetre Chinese mortars for attacking the American camp. They fire HE, smoke and even flares to light up the area. You can use a special artillery map for fire-missions, or the optic if you can see the enemy close.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_22 | vn_sp_02_v_radiohint_22&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_22 || &amp;lt;b&amp;gt;Ok little brother, practice over, go back to the village.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_23 | vn_sp_02_v_radiohint_23&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_23 || &amp;lt;b&amp;gt;Oh no! When helicopters come like that it means soldiers soon come. Hurry back to the village!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_24 | vn_sp_02_v_radiohint_24&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_24 || &amp;lt;b&amp;gt;You must take traps from the cache, so they are not found, put them by the old village so the enemy soldiers walk on them! You must hurry!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_25 | vn_sp_02_v_radiohint_25&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_25 || &amp;lt;b&amp;gt;Quickly before the soldiers come, set traps all around this place. Make them pay!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_26 | vn_sp_02_v_radiohint_26&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_26 || &amp;lt;b&amp;gt;Good, now go hide in the forest and wait for the enemy. When they come you ambush them in open fields.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_27 | vn_sp_02_v_radiohint_27&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_27 || &amp;lt;b&amp;gt;You can see whole area from here. This is a good place little brother. Let the soldiers come... when they stand in the field, you shoot them.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_28 | vn_sp_02_v_radiohint_28&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_28 || &amp;lt;b&amp;gt;Be patient, and stay hidden brother. Wait til for the right time to fire.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_29 | vn_sp_02_v_radiohint_29&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_29 || &amp;lt;b&amp;gt;Ok, now shoot! Get as many as you can before they see you.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_30 | vn_sp_02_v_radiohint_30&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_30 || &amp;lt;b&amp;gt;It's time for Hoang to go. Run to the others in the camp, so the enemies follow you. Then they will not cause problems in the village.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_31 | vn_sp_02_v_radiohint_31&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_31 || &amp;lt;b&amp;gt;Run now brother, if helicopters come, you will die here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_32 | vn_sp_02_v_radiohint_32&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_32 || &amp;lt;b&amp;gt;There are bunkers here to protect you. Use heavy weapons to shoot the enemies who come.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_33 | vn_sp_02_v_radiohint_33&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_33 || &amp;lt;b&amp;gt;Shoot all enemies with the machine guns, make them pay for coming here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_34 | vn_sp_02_v_radiohint_34&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_34 || &amp;lt;b&amp;gt;Quick, shoot at the helicopter! Stop him shooting the camp!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_35 | vn_sp_02_v_radiohint_35&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_35 || &amp;lt;b&amp;gt;Well done brother! You will get a special medal for that in the north. Now you must go. Lots of enemies coming now. Go to the west, there is a secret place there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_36 | vn_sp_02_v_radiohint_36&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_36 || &amp;lt;b&amp;gt;Keep running Hoang, don't die here. Go quickly!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_37 | vn_sp_02_v_radiohint_37&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_37 || &amp;lt;b&amp;gt;OK, this is a tunnel for the special VC forces. You go inside now, quickly before soldiers come.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_38 | vn_sp_02_v_radiohint_38&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_38 || &amp;lt;b&amp;gt;Go deep inside the tunnel brother, it goes for miles, you be safe now.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || &amp;lt;nowiki&amp;gt;vn_sp_02_e_radiohint_39 | vn_sp_02_v_radiohint_39&amp;lt;/nowiki&amp;gt; || STR_VN_RCOMMS_SP02_39 || &amp;lt;b&amp;gt;The village is all gone now, no reason to stay, come to the north and help the army! We will come back and fight together... throw foreign soldiers out of our homeland!&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Export function ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
private _cfgSounds = configFile &amp;gt;&amp;gt; &amp;quot;CfgSounds&amp;quot;;&lt;br /&gt;
private _cfgRadio = configFile &amp;gt;&amp;gt; &amp;quot;CfgRadio&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
private _fnc_getData = {&lt;br /&gt;
	params [&amp;quot;_config&amp;quot;, &amp;quot;_formatClass&amp;quot;, &amp;quot;_formatText&amp;quot;];&lt;br /&gt;
	private _data = [];&lt;br /&gt;
	&lt;br /&gt;
	for &amp;quot;_mission&amp;quot; from 1 to 20 do {&lt;br /&gt;
		private _missionStr = if (_mission &amp;lt; 10) then {format [&amp;quot;0%1&amp;quot;, _mission]} else {str _mission};&lt;br /&gt;
	&lt;br /&gt;
		for &amp;quot;_dialog&amp;quot; from 1 to 100 do {&lt;br /&gt;
			private _dialogStr = if (_dialog &amp;lt; 10) then {format [&amp;quot;0%1&amp;quot;, _dialog]} else {str _dialog};&lt;br /&gt;
		&lt;br /&gt;
			private _class = format [_formatClass, _missionStr, _dialogStr, &amp;quot;e&amp;quot;];&lt;br /&gt;
			private _string = format [_formatText, _missionStr, _dialogStr];&lt;br /&gt;
			if (!isLocalized _string || {!isClass (_config &amp;gt;&amp;gt; _class)}) exitWith {&lt;br /&gt;
				diag_log [_class, isClass (_config &amp;gt;&amp;gt; _class), _string, isLocalized _string];&lt;br /&gt;
				continue;&lt;br /&gt;
			};&lt;br /&gt;
			&lt;br /&gt;
			private _classViet = format [_formatClass, _missionStr, _dialogStr, &amp;quot;v&amp;quot;];&lt;br /&gt;
			if (_classViet != _class) then {&lt;br /&gt;
				_class = _class + &amp;quot; | &amp;quot; + _classViet;&lt;br /&gt;
			};&lt;br /&gt;
			&lt;br /&gt;
			_data pushBack [_class, localize _string, _string];&lt;br /&gt;
		};&lt;br /&gt;
	};&lt;br /&gt;
	&lt;br /&gt;
	_data // return&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
private _fnc_buildTable = {&lt;br /&gt;
	private _tableText = &amp;quot;{| class=&amp;quot;&amp;quot;wikitable sortable&amp;quot;&amp;quot;&lt;br /&gt;
	|-&lt;br /&gt;
	! Config !! Class !! String key !! Text&amp;quot; + endl;&lt;br /&gt;
&lt;br /&gt;
	{&lt;br /&gt;
		private _config = configName _cfgRadio;&lt;br /&gt;
		_x params [&amp;quot;_class&amp;quot;, &amp;quot;_text&amp;quot;, &amp;quot;_textKey&amp;quot;];&lt;br /&gt;
		_tableText = _tableText + &amp;quot;|-&amp;quot; + endl + &amp;quot;| &amp;quot; + &amp;quot;[&amp;quot; + &amp;quot;https://community.bistudio.com/wiki/&amp;quot; + _config +&amp;quot; &amp;quot; + _config + &amp;quot;]&amp;quot; + &amp;quot; || &amp;lt;nowiki&amp;gt;&amp;quot; + _class + &amp;quot;&amp;lt;/nowiki&amp;gt; || &amp;quot; + _textKey + &amp;quot; || &amp;quot; + &amp;quot;&amp;lt;b&amp;gt;&amp;quot; + _text + &amp;quot;&amp;lt;/b&amp;gt;&amp;quot; + endl;&lt;br /&gt;
	} forEach radioData; &lt;br /&gt;
&lt;br /&gt;
	{&lt;br /&gt;
		private _config = configName _cfgSounds;&lt;br /&gt;
		_x params [&amp;quot;_class&amp;quot;, &amp;quot;_text&amp;quot;, &amp;quot;_textKey&amp;quot;];&lt;br /&gt;
		_tableText = _tableText + &amp;quot;|-&amp;quot; + endl + &amp;quot;| &amp;quot; + &amp;quot;[&amp;quot; + &amp;quot;https://community.bistudio.com/wiki/&amp;quot; + _config +&amp;quot; &amp;quot; + _config + &amp;quot;]&amp;quot; + &amp;quot; || &amp;lt;nowiki&amp;gt;&amp;quot; + _class + &amp;quot;&amp;lt;/nowiki&amp;gt; || &amp;quot; + _textKey + &amp;quot; || &amp;quot; + &amp;quot;&amp;lt;b&amp;gt;&amp;quot; + _text + &amp;quot;&amp;lt;/b&amp;gt;&amp;quot; + endl;&lt;br /&gt;
	} forEach soundsData; &lt;br /&gt;
&lt;br /&gt;
	(_tableText + endl + &amp;quot;|}&amp;quot;) // return&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
radioData = [];&lt;br /&gt;
soundsData = [];&lt;br /&gt;
&lt;br /&gt;
// 1.0 coop&lt;br /&gt;
radioData append ([_cfgRadio, &amp;quot;vn_radiocom_coop_%1_%2&amp;quot;, &amp;quot;STR_VN_RCOMMS_CO%1_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
soundsData append  ([_cfgSounds, &amp;quot;vn_coop_%1_radiohint_%2&amp;quot;, &amp;quot;STR_VN_HINTS_CO%1_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
&lt;br /&gt;
// 1.2 coop&lt;br /&gt;
radioData append ([_cfgRadio, &amp;quot;vn_radiocom_coop_%1_e01_%2&amp;quot;, &amp;quot;STR_VN_RCOMMS_CO%1_E01_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
&lt;br /&gt;
// 1.0 sp&lt;br /&gt;
soundsData append ([_cfgSounds, &amp;quot;vn_sp_%1_radiohint_%2&amp;quot;, &amp;quot;STR_VN_RCOMMS_SP%1_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
soundsData append ([_cfgSounds, &amp;quot;vn_sp_%1_%3_radiohint_%2&amp;quot;, &amp;quot;STR_VN_RCOMMS_SP%1_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
&lt;br /&gt;
private _table = ([] call _fnc_buildTable);&lt;br /&gt;
// copyToClipboard _table; // causes encoding issues&lt;br /&gt;
text _table // return&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Dialogs_and_Radio_Comms&amp;diff=11644</id>
		<title>Dialogs and Radio Comms</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Dialogs_and_Radio_Comms&amp;diff=11644"/>
		<updated>2022-11-09T00:13:40Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: Add stringtable keys&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Missions dialogs list ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
    |-&lt;br /&gt;
    ! Config !! Class !! String key !! Text&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_01 || STR_VN_RCOMMS_CO01_01 || &amp;lt;b&amp;gt;LZ spotted, standby for insertion.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_02 || STR_VN_RCOMMS_CO01_02 || &amp;lt;b&amp;gt;COVEY, Spike Team COLUMBIA. All clear.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_03 || STR_VN_RCOMMS_CO01_03 || &amp;lt;b&amp;gt;COLUMBIA this is COVEY, Roger, Good hunting. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_04 || STR_VN_RCOMMS_CO01_04 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, We need extraction. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_05 || STR_VN_RCOMMS_CO01_05 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, head south. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_06 || STR_VN_RCOMMS_CO01_06 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Prairie Fire! Prairie Fire! They're comin' for us... HOW COPY?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_07 || STR_VN_RCOMMS_CO01_07 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Wait out. All callsigns this is COVEY 46 declaring a Prairie Fire Emergency. COLUMBIA head to the Lima Zulu, We'll walk nape down your back trail. Good luck!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_08 || STR_VN_RCOMMS_CO01_08 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, They're on top of us! Give me 20 mike mike, rockets and nape all along our front, or we're never gonna make it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_09 || STR_VN_RCOMMS_CO01_09 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Air is coming in hot... Just keep your heads down and keep on shooting, the Kingbees will be there in 2 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_10 || STR_VN_RCOMMS_CO01_10 || &amp;lt;b&amp;gt;Hello! COLUMBIA do you guys need a ride home?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_11 || STR_VN_RCOMMS_CO01_11 || &amp;lt;b&amp;gt;KINGBEE, I'm gonna kiss you when we land you sweet mother fucker&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_12 || STR_VN_RCOMMS_CO01_12 || &amp;lt;b&amp;gt;Ha ha Du ma! Crazy trung-si! You dinky-dau! Maybe I shoot you if you try to kiss me! You go kill beaucoup VC for me OK?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_01 || STR_VN_RCOMMS_CO02_01 || &amp;lt;b&amp;gt;COLUMBIA this is MINUTEMAN 45, we'll be inserting you today. We're standing by at the flight-line. S-4 left you some presents here boys.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_02 || STR_VN_RCOMMS_CO02_02 || &amp;lt;b&amp;gt;LZ in sight, 2 mikes, lock n load&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_03 || STR_VN_RCOMMS_CO02_03 || &amp;lt;b&amp;gt;COLUMBIA, this is COVEY, Trucks destroyed. Well done! However, there are more coming. You can stay and destroy more trucks or request extraction now.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_04 || STR_VN_RCOMMS_CO02_04 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, roger, slicks inbound, three mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_05 || STR_VN_RCOMMS_CO02_05 || &amp;lt;b&amp;gt;Hi COLUMBIA you guys ready to go home?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_06 || STR_VN_RCOMMS_CO02_06 || &amp;lt;b&amp;gt;Hi MINUTEMAN, yeah we're sure glad to see you. Beers are on us at the recon club tonight.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_07 || STR_VN_RCOMMS_CO02_07 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, you got a problem! Hillsboro reports enemy triple A surrounding the site. No extraction possible. Bug out of there on foot.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_08 || STR_VN_RCOMMS_CO02_08 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Roger, heading South. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_09 || STR_VN_RCOMMS_CO02_09 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, No Tac-Air today, you'll have to run as far south as you can get.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_10 || STR_VN_RCOMMS_CO02_10 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, They're on top of us. Where are the Slicks?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_11 || STR_VN_RCOMMS_CO02_11 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, slicks will be there in 2 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_12 || STR_VN_RCOMMS_CO02_12 || &amp;lt;b&amp;gt;Hi MINUTEMAN, yeah we're sure glad you made it in here. Beers are on us at the recon club tonight.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_13 || STR_VN_RCOMMS_CO02_13 || &amp;lt;b&amp;gt;COLUMBIA, this is COVEY, we got a problem. You're boxed in. The Slicks can't make it in there. Break south. I say again!. Break south. No extraction.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_14 || STR_VN_RCOMMS_CO02_14 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Any sign of Lima Zulu? Can't see anywhere down here. Got voices all around us. Situation is critical. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_15 || STR_VN_RCOMMS_CO02_15 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, OK it's a long-shot. Hillsboro has detoured a Commando Vault package. Mark your location with smoke NOW.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_16 || STR_VN_RCOMMS_CO02_16 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, OK I see it, heading to the target.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_17 || STR_VN_RCOMMS_CO02_17 || &amp;lt;b&amp;gt;Geez, COLUMBIA you guys sure know how to throw a party. Just look at the place!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_01 || STR_VN_RCOMMS_CO03_01 || &amp;lt;b&amp;gt;Bright Light emergency! A Kingbee has gone down, crashed in the trees. Let's get the team on board. It's showtime boys!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_02 || STR_VN_RCOMMS_CO03_02 || &amp;lt;b&amp;gt;There's the crash site. We'll set you down here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_03 || STR_VN_RCOMMS_CO03_03 || &amp;lt;b&amp;gt;COVEY this is Spike Team COLUMBIA. Moving out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_04 || STR_VN_RCOMMS_CO03_04 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger that, Good hunting. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_05 || STR_VN_RCOMMS_CO03_05 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Crash site secure.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_06 || STR_VN_RCOMMS_CO03_06 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, what's the sitrep on the package? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_07 || STR_VN_RCOMMS_CO03_07 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Package 1 secure, 3 KIA to pick up. Package 2 is probably nearby, moving to locate. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_08 || STR_VN_RCOMMS_CO03_08 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, RT Raleigh will extract the KIAs, I have a lot of air standing by for you. Just say the word. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_09 || STR_VN_RCOMMS_CO03_09 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, We're onto Package 2. Going underground for a time. Will be off-comms. If we don't come out, order an Arc-Light on this grid.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_10 || STR_VN_RCOMMS_CO03_10 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, I have your grid. Let's hope it doesn't come to that. I need to check in with another team but I will be back when you need me. Good luck down there. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_11 || STR_VN_RCOMMS_CO03_11 || &amp;lt;b&amp;gt;COLUMB…, …VEY…hurry… large enemy for….overrun…say again…&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_12 || STR_VN_RCOMMS_CO03_12 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, We're out. We have Package 2, one pilot. Give me a Lima Zulu. I say again, Package two is secured. Requesting Lima Zulu, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_13 || STR_VN_RCOMMS_CO03_13 || &amp;lt;b&amp;gt;COLUMBIA COVEY Good to hear from you again, you need to move your team out. There are enemy forces converging from the north, east and west&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_14 || STR_VN_RCOMMS_CO03_14 || &amp;lt;b&amp;gt;All callsigns this is COVEY 46 declaring a Prairie Fire Emergency. Voodoo callsigns begin your runs. Start dropping your ordnance to the November of the marked site.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_15 || STR_VN_RCOMMS_CO03_15 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, They're onto us! Requesting snakes and nape all along our back trail to our November echo, repeat to our November echo. We need it now!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_16 || STR_VN_RCOMMS_CO03_16 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, We're hammering your back trail. There's a thousand of them sons of bitches... Keep your heads down... CONDOR is on the way. Will be there in 2 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_17 || STR_VN_RCOMMS_CO03_17 || &amp;lt;b&amp;gt;Hey COLUMBIA let's get going, beaucoup VC will be on us soon.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_18 || STR_VN_RCOMMS_CO03_18 || &amp;lt;b&amp;gt;CONDOR, I'm sure glad to see you. Get us outta this hell-hole.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_19 || STR_VN_RCOMMS_CO03_19 || &amp;lt;b&amp;gt;Damn you sure stirred up an ants nest down here. At least Covey will get a good body count! …… That's a real good thing you done for our Vietnamese crews. They believe if the body is left behind and not buried in their homeland, the soul will forever wander the jungles in pain and suffering.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_01 || STR_VN_RCOMMS_CO04_01 || &amp;lt;b&amp;gt;LZ spotted, standby for insertion.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_02 || STR_VN_RCOMMS_CO04_02 || &amp;lt;b&amp;gt;COVEY this is Spike Team COLUMBIA. All clear.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_03 || STR_VN_RCOMMS_CO04_03 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger. Watch out for some triple-A in your target. We just took hits from your Echo. Good hunting. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_04 || STR_VN_RCOMMS_CO04_04 || &amp;lt;b&amp;gt;COVEY this is Spike Team COLUMBIA. Team at RON site. Beware confirmed triple-A site to our Sierra. See you on the flipside.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_05 || STR_VN_RCOMMS_CO04_05 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, sleep tight, check in with Moonbeam later.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_06 || STR_VN_RCOMMS_CO04_06 || &amp;lt;b&amp;gt;MOONBEAM this is Spike Team COLUMBIA. Team at RON site. NVA very close, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_07 || STR_VN_RCOMMS_CO04_07 || &amp;lt;b&amp;gt;COLUMBIA, this is MOONBEAM. Roger, we'll monitor your signal. If you need help we can bring up a SPECTRE, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_08 || STR_VN_RCOMMS_CO04_08 || &amp;lt;b&amp;gt;MOONBEAM, Roger thanks. Let's see how it plays out. COLUMBIA out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_09 || STR_VN_RCOMMS_CO04_09 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, How you guys going down there? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_10 || STR_VN_RCOMMS_CO04_10 || &amp;lt;b&amp;gt;COVEY this is COLUMBIA. Heading for the road, tracking triple-A team, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_11 || STR_VN_RCOMMS_CO04_11 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger. We'll be on station for your snatch today. Kingbees will be orbiting. COVEY out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_12 || STR_VN_RCOMMS_CO04_12 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Prairie Fire! Prairie Fire! We need extraction NOW! Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_13 || STR_VN_RCOMMS_CO04_13 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Wait out. All callsigns this is COVEY 59 declaring a Prairie Fire Emergency. COLUMBIA head to the Lima Zulu and I'll start wasting your back trail.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_14 || STR_VN_RCOMMS_CO04_14 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, They're close to us! Give me rockets and nape to the trees to ECHO. I say again splash our ECHO.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_15 || STR_VN_RCOMMS_CO04_15 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Air is coming in hot... Keep shooting, the Kingbees will be there in 2 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_16 || STR_VN_RCOMMS_CO04_16 || &amp;lt;b&amp;gt;Hi COLUMBIA did you guys run into trouble here?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_17 || STR_VN_RCOMMS_CO04_17 || &amp;lt;b&amp;gt;KINGBEE, we're getting on now. Thanks for the pickup.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_18 || STR_VN_RCOMMS_CO04_18 || &amp;lt;b&amp;gt;Ok team, stop eyeing up our prize. It ain't happening! This is our ticket to a whole bunch of Taipei pussy.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_01 || STR_VN_RCOMMS_CO05_01 || &amp;lt;b&amp;gt;There's your LZ, looks quiet down there, you good?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_02 || STR_VN_RCOMMS_CO05_02 || &amp;lt;b&amp;gt;COVEY, this is Spike Team COLUMBIA. All clear.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_03 || STR_VN_RCOMMS_CO05_03 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger. It looks busy down there to the November and Echo, I'll bring the air back as soon as you need it. Covey out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_04 || STR_VN_RCOMMS_CO05_04 || &amp;lt;b&amp;gt;HILLSBORO, COLUMBIA. Pattern Gold, I say again, Pattern Gold.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_05 || STR_VN_RCOMMS_CO05_05 || &amp;lt;b&amp;gt;COLUMBIA, HILLSBORO, receiving you 3 by 5. Roger. Pattern Gold acknowledged.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_06 || STR_VN_RCOMMS_CO05_06 || &amp;lt;b&amp;gt;COVEY, COLUMBIA. Team at RON site, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_07 || STR_VN_RCOMMS_CO05_07 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Moonbeam will check in with you tonight.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_08 || STR_VN_RCOMMS_CO05_08 || &amp;lt;b&amp;gt;MOONBEAM, this is Spike Team COLUMBIA, how copy? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_09 || STR_VN_RCOMMS_CO05_09 || &amp;lt;b&amp;gt;COLUMBIA, this is MOONBEAM. Good copy. We're on station, weather's turning patchy. Stay safe. Moonbeam out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_10 || STR_VN_RCOMMS_CO05_10 || &amp;lt;b&amp;gt;COLUMBIA, this is COVEY 6, Covey 6 calling ST Columbia, how do you read, over?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_11 || STR_VN_RCOMMS_CO05_11 || &amp;lt;b&amp;gt;COVEY, this is Spike Team COLUMBIA, Good morning! All good here. We're on the move, but will need you soon, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_12 || STR_VN_RCOMMS_CO05_12 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Weathers patchy. We have a fair bit of air scheduled. Be here when you need it, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_13 || STR_VN_RCOMMS_CO05_13 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Prairie Fire! Prairie Fire! Need extraction... need tac-air... over&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_14 || STR_VN_RCOMMS_CO05_14 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Break. All callsigns this is COVEY 6 calling a Prairie Fire Emergency.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_15 || STR_VN_RCOMMS_CO05_15 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, they're all around us! Give me rockets in the trees to our NOVEMBER and ECHO. I say again NOVEMBER and ECHO.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_16 || STR_VN_RCOMMS_CO05_16 || &amp;lt;b&amp;gt;COVEY, this is HARE LEAD 5, we got a pink team here to mix it up a little. Where do you want it?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_17 || STR_VN_RCOMMS_CO05_17 || &amp;lt;b&amp;gt;HARE LEAD, COVEY, Roger, Glad to have you. Spike Team is to your Sierra. Light up everything to November of the willie pete. With this weather you're all we've got. Break. COLUMBIA, COVEY, continue heading Sierra, how copy?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_18 || STR_VN_RCOMMS_CO05_18 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, sorry there was too much ordnance going on. Good copy! Moving Sierra, out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_19 || STR_VN_RCOMMS_CO05_19 || &amp;lt;b&amp;gt;COVEY, HARE LEAD 5, what else do ya need? We have nails and HE.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_20 || STR_VN_RCOMMS_CO05_20 || &amp;lt;b&amp;gt;HARE LEAD, COVEY, Roger, Keep working the trees to the November of the lemon smoke, there's plenty more of them bastards down there.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_21 || STR_VN_RCOMMS_CO05_21 || &amp;lt;b&amp;gt;OK COVEY, where are you taking us? This ride's getting hot.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_22 || STR_VN_RCOMMS_CO05_22 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, LZ is one click Sierra, wide open, but the pink teams got you covered. You'll know it when you see it... Keep moving, the Gnats will be there in 5 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_23 || STR_VN_RCOMMS_CO05_23 || &amp;lt;b&amp;gt;COVEY, we have a BICYCLE. Tell HQ it might get us more air.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_24 || STR_VN_RCOMMS_CO05_24 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, confirm a living BICYCLE?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_25 || STR_VN_RCOMMS_CO05_25 || &amp;lt;b&amp;gt;COVEY, that's a Roger. Now get us out of here.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_26 || STR_VN_RCOMMS_CO05_26 || &amp;lt;b&amp;gt;COLUMBIA, GNAT 7 here, come to fly you guys home.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_27 || STR_VN_RCOMMS_CO05_27 || &amp;lt;b&amp;gt;GNAT, We're ready to go, get in here.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_28 || STR_VN_RCOMMS_CO05_28 || &amp;lt;b&amp;gt;Hey is that guy a General?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_29 || STR_VN_RCOMMS_CO05_29 || &amp;lt;b&amp;gt;Negative he's a colonel, and boy does he look pissed.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_01 || STR_VN_RCOMMS_CO06_01 || &amp;lt;b&amp;gt;There's your LZ, like landing on the moon!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_02 || STR_VN_RCOMMS_CO06_02 || &amp;lt;b&amp;gt;Mayday Mayday! We're going down! Heavy enemy AA...&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_03 || STR_VN_RCOMMS_CO06_03 || &amp;lt;b&amp;gt;This is COVEY 5 calling a Prairie Fire emergency. 2 Ships are down, no survivors. Bring in everything we got. Chase ships stand-by, BREAK, COLUMBIA, I'm sorry, the AA is too heavy for extraction.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_04 || STR_VN_RCOMMS_CO06_04 || &amp;lt;b&amp;gt;COVEY, Columbia, roger, get us help now!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_05 || STR_VN_RCOMMS_CO06_05 || &amp;lt;b&amp;gt;This is COVEY 5… seein' tanks… PT76s... comin' from... Whisky of Oscar Eight... need fast movers and gunships. Taking fire... heavy AA…. Team in trouble….&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_06 || STR_VN_RCOMMS_CO06_06 || &amp;lt;b&amp;gt;MUSKET 5 commencing run, holy shit this is hot... Yee Ha.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_07 || STR_VN_RCOMMS_CO06_07 || &amp;lt;b&amp;gt;MUSKET 5, EAGLE CLAW 41, we're right on your six, going for the boats.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_08 || STR_VN_RCOMMS_CO06_08 || &amp;lt;b&amp;gt;COVEY 5 this is VOODOO 6, strike package on station, 1 mike out, where do you want it?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_09 || STR_VN_RCOMMS_CO06_09 || &amp;lt;b&amp;gt;VOODOO 6, COVEY, roger, tanks in the open to the Whiskey of the road, marked with willie pete, how copy?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_10 || STR_VN_RCOMMS_CO06_10 || &amp;lt;b&amp;gt;VOODOO 6, smoke seen, rolling in.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_11 || STR_VN_RCOMMS_CO06_11 || &amp;lt;b&amp;gt;VOODOO 6, COVEY, good effect! You really knocked them dead&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_12 || STR_VN_RCOMMS_CO06_12 || &amp;lt;b&amp;gt;Mayday mayday, VOODOO 5 is hit!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_13 || STR_VN_RCOMMS_CO06_13 || &amp;lt;b&amp;gt;VOODOO 5 is down… his wing exploded… no parachutes… they're gone.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_14 || STR_VN_RCOMMS_CO06_14 || &amp;lt;b&amp;gt;SUNDOWNER strike package on station, whaddya need?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_15 || STR_VN_RCOMMS_CO06_15 || &amp;lt;b&amp;gt;SUNDOWNER 6, COVEY, good timing, give me nape all along the ridge line to the echo of the river.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_16 || STR_VN_RCOMMS_CO06_16 || &amp;lt;b&amp;gt;SUNDOWNER 6 roger, commencing run.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_17 || STR_VN_RCOMMS_CO06_17 || &amp;lt;b&amp;gt;SUNDOWNER good effect, repeat strike...&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_18 || STR_VN_RCOMMS_CO06_18 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, light casualties, a lot of action, any news on extraction? We're in the middle of a regimental HQ, there's some sort of radar 100 feet in front of us over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_19 || STR_VN_RCOMMS_CO06_19 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, glad to hear your voice, can't extract yet, too much AA... That may be the fire direction radar, can you mark it?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_20 || STR_VN_RCOMMS_CO06_20 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, roger, we'll try.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_21 || STR_VN_RCOMMS_CO06_21 || &amp;lt;b&amp;gt;COVEY, MUSKET 5, we are Winchester on ammo, off-station, will be back as soon as we're rearm.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_22 || STR_VN_RCOMMS_CO06_22 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, target marked, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_23 || STR_VN_RCOMMS_CO06_23 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, roger smoke seen, OK move echo towards the blue, we'll focus on that target now… get the team clear.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_24 || STR_VN_RCOMMS_CO06_24 || &amp;lt;b&amp;gt;COVEY, COLUMBIA radar is down. Tell HQ we need more air, and FAST.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_25 || STR_VN_RCOMMS_CO06_25 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, good work, move to your echo, we'll try and get you out near the blue.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_26 || STR_VN_RCOMMS_CO06_26 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, we can't get near it, heading for the river.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_27 || STR_VN_RCOMMS_CO06_27 || &amp;lt;b&amp;gt;COVEY, this is Eagle Claw 41. I'm done with your western targets, focussing on the river. Where's your team located?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_28 || STR_VN_RCOMMS_CO06_28 || &amp;lt;b&amp;gt;EAGLE CLAW, COVEY, Roger, Team is on the western shore awaiting extraction, see what you can do to help them.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_29 || STR_VN_RCOMMS_CO06_29 || &amp;lt;b&amp;gt;COVEY, Eagle Claw, roger. The AA is heavier up high, coming from the eastern side of the mountain, suggest getting the team over the river and extracting from right underneath their fire, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_30 || STR_VN_RCOMMS_CO06_30 || &amp;lt;b&amp;gt;EAGLE CLAW, COVEY, Roger, break. Columbia, can you guys get across the blue? How copy?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_31 || STR_VN_RCOMMS_CO06_31 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, FUCK! Well… we can try, just get us an extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_32 || STR_VN_RCOMMS_CO06_32 || &amp;lt;b&amp;gt;Columbia, COVEY, Roger, Break All callsigns keep suppressing those bastards so we can get the team across the blue.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_33 || STR_VN_RCOMMS_CO06_33 || &amp;lt;b&amp;gt;MINUTEMAN, you OK to extract, follow blue in from south, keep low, and pick up the team on the western bank, over&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_34 || STR_VN_RCOMMS_CO06_34 || &amp;lt;b&amp;gt;MINUTEMAN, do you copy? over&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_35 || STR_VN_RCOMMS_CO06_35 || &amp;lt;b&amp;gt;Covey, Roger this is MINUTEMAN 2, standing by, we'll get them out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_36 || STR_VN_RCOMMS_CO06_36 || &amp;lt;b&amp;gt;Minuteman 2? I heard you go down? How in hell...?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_37 || STR_VN_RCOMMS_CO06_37 || &amp;lt;b&amp;gt;Covey, Roger, we got picked up and grabbed a chase ship at Camp Eagle, no way we're gonna leave these guys here...&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_38 || STR_VN_RCOMMS_CO06_38 || &amp;lt;b&amp;gt;ABORT! ABORT! Minuteman they got another patrol boat down there...&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_39 || STR_VN_RCOMMS_CO06_39 || &amp;lt;b&amp;gt;COVEY, Eagle Claw, engaging boat… c'mon you fucker, get some!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_40 || STR_VN_RCOMMS_CO06_40 || &amp;lt;b&amp;gt;Hey Columbia, you comin or what?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_41 || STR_VN_RCOMMS_CO06_41 || &amp;lt;b&amp;gt;COLUMBIA, COVEY! How're you holding up?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_01 || STR_VN_RCOMMS_CO02_E01_01 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, primary objectives complete. Moving to OP. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_02 || STR_VN_RCOMMS_CO02_E01_02 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger. Any problems getting you out? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_03 || STR_VN_RCOMMS_CO02_E01_03 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE, The way is clear, extract should be fine, NEPTUNE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_04 || STR_VN_RCOMMS_CO02_E01_04 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, We’re hearing alarms, are you guys ok? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_05 || STR_VN_RCOMMS_CO02_E01_05 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE, We had to go loud, still some tasks to deal with, will see what we can do here. NEPTUNE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_06 || STR_VN_RCOMMS_CO02_E01_06 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, we’re at the OP now, there are several sites in view. We’re gonna see if we can do somethin’ about them. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_07 || STR_VN_RCOMMS_CO02_E01_07 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, we’ll wait for your OK. MOONSHINE 5 out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_08 || STR_VN_RCOMMS_CO02_E01_08 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, we’re back at the OP, secondary sites are set to blow. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_09 || STR_VN_RCOMMS_CO02_E01_09 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, Strike package is close, keep eyes on, MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_10 || STR_VN_RCOMMS_CO02_E01_10 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Strike package is inbound, get out of there now. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_11 || STR_VN_RCOMMS_CO02_E01_11 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, Roger. We’re heading to the OP, there was no chance, so some AA is still active, I say again, some AA is still active. Neptune out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_12 || STR_VN_RCOMMS_CO02_E01_12 || &amp;lt;b&amp;gt;MOONSHINE 5, this is SUNDOWNER 6, approaching your target. Are we cleared hot? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_13 || STR_VN_RCOMMS_CO02_E01_13 || &amp;lt;b&amp;gt;SUNDOWNER 6, MOONSHINE 5, Copy, wait one, Break! NEPTUNE 6 Initiate! I say again Initiate! Break. SUNDOWNER 6, target should be illuminated. Cleared hot, MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_14 || STR_VN_RCOMMS_CO02_E01_14 || &amp;lt;b&amp;gt;MOONSHINE 5, SUNDOWNER 6, Roger, engaging. SUNDOWNER out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_15 || STR_VN_RCOMMS_CO02_E01_15 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, we’re at the OP, under fire, there’s a pilot bailed out real near us. We’re gonna try an get him. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_16 || STR_VN_RCOMMS_CO02_E01_16 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, good luck, we’ll advise the Navy. MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_17 || STR_VN_RCOMMS_CO02_E01_17 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, we have the pilot. His wizzo is KIA. We’re heading to the RV. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_18 || STR_VN_RCOMMS_CO02_E01_18 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, we’ll see you at the RV. MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_19 || STR_VN_RCOMMS_CO02_E01_19 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, the pilot is KIA. We’re under too much fire, moving to RV now. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_20 || STR_VN_RCOMMS_CO02_E01_20 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, sorry to hear that, just try to reach the extract. MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_21 || STR_VN_RCOMMS_CO02_E01_21 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, We see you approaching the RV, let’s get you on board and get out of here. MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_01 || STR_VN_HINTS_CO01_01 || &amp;lt;b&amp;gt;Heads up, killer! This is Lieutenant Bowra, callsign El Cid, I'll be advising you during your mission today. Our teams have succeeded in planting sabotaged ammo in the past – you should, too. But remember that no mission is routine.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_02 || STR_VN_HINTS_CO01_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any additional weapons you might need. It's the building next to the TOC. Don't forget to take mines!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_03 || STR_VN_HINTS_CO01_03 || &amp;lt;b&amp;gt;Your CAR-15 is fantastic for recon ops. Plan on carrying 20 mags and at least 10 grenades, plus mines, claymores and smokes. Your pointman needs a suppressed Swedish K for any chance contacts.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_04 || STR_VN_HINTS_CO01_04 || &amp;lt;b&amp;gt;These Chinese AK rounds contain PETN high explosive, with one or two packed in each 640-round &amp;quot;sardine can.&amp;quot; An NVA will load a sabotaged round and xin loi!… 'Sorry 'bout that!'&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_05 || STR_VN_HINTS_CO01_05 || &amp;lt;b&amp;gt;Our Vietnamese pilots, the Kingbees, these guys are the best in the business. No matter how bad things get , they will come and get ya. You had better bet Cowboy is ice cold in the middle of a shitstorm.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_06 || STR_VN_HINTS_CO01_06 || &amp;lt;b&amp;gt;Clandestine is your byword. To avoid being spotted during insertion, don't land near any visible enemy presence.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_07 || STR_VN_HINTS_CO01_07 || &amp;lt;b&amp;gt;Stay alert to LZ watchers who will report your landing. The enemy is gonna send trackers after you -- bushwhack 'em and continue your mission.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_08 || STR_VN_HINTS_CO01_08 || &amp;lt;b&amp;gt;Good choice. This LZ is pretty small - hell, the enemy might not even watch it. Once you hit the ground, move fast then hide for ten minutes and LISTEN.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_09 || STR_VN_HINTS_CO01_09 || &amp;lt;b&amp;gt;If there's negative enemy, give Covey a 'Team OK' so he can release the air assets from standby.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_10 || STR_VN_HINTS_CO01_10 || &amp;lt;b&amp;gt;Weather's fair – good-to-go for Tac-Air or an emergency extraction.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_11 || STR_VN_HINTS_CO01_11 || &amp;lt;b&amp;gt;TRACKER! His signal shots mean the NVA is on your ass. Plant some toe-poppers and evade –dog-leg back and forth to throw them off...&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_12 || STR_VN_HINTS_CO01_12 || &amp;lt;b&amp;gt;Sounds like your tracker found your mines. Well done. Now keep moving away from that sound!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_13 || STR_VN_HINTS_CO01_13 || &amp;lt;b&amp;gt;A high speed trail – the kind the bastards use to move ammo between cache sites. Shadow it north and you might find one.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_14 || STR_VN_HINTS_CO01_14 || &amp;lt;b&amp;gt;Sentries! Avoid contact or the mission will become a lot harder and you'll have to fight for your lives!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_15 || STR_VN_HINTS_CO01_15 || &amp;lt;b&amp;gt;Until the sentries are out of the way, get in a tight perimeter, face outwards like spokes in a wheel.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_16 || STR_VN_HINTS_CO01_16 || &amp;lt;b&amp;gt;Now's your chance. Plant the spiked ammo cans near the others and un-ass the area!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_17 || STR_VN_HINTS_CO01_17 || &amp;lt;b&amp;gt;That'll give someone a headache. Now let's get the team outta here before anyone wakes up.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_18 || STR_VN_HINTS_CO01_18 || &amp;lt;b&amp;gt;They're on to you! Remember your immediate action drills and break contact.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_19 || STR_VN_HINTS_CO01_19 || &amp;lt;b&amp;gt;Use Claymores and grenades to buy some distance, then run like fucking hell. Get your asses to an LZ.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_20 || STR_VN_HINTS_CO01_20 || &amp;lt;b&amp;gt;Extraction birds en route! Covey will pick your LZ. Get there fast! Must be a whole battalion in the area.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_21 || STR_VN_HINTS_CO01_21 || &amp;lt;b&amp;gt;You've reached the LZ. Take cover- hold the high ground! Call tac-air on these bastards!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_22 || STR_VN_HINTS_CO01_22 || &amp;lt;b&amp;gt;Ok! Kingbees are en route, but we gotta hold on! Keep the enemy off the LZ.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_23 || STR_VN_HINTS_CO01_23 || &amp;lt;b&amp;gt;Kingbee is here – Board it, FAST. One-Zero is last to board.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_24 || STR_VN_HINTS_CO01_24 || &amp;lt;b&amp;gt;This sit-down LZ beats flying out on a STABO rig – great if that's all you got, but that rig is one painful-ass way to fly.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_25 || STR_VN_HINTS_CO01_25 || &amp;lt;b&amp;gt;Welcome back. Head over to the Recon Club for a cold one and swap lessons learned with the other Spike Teams. They weren't sure you'd make it out of there. Job well done.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_01 || STR_VN_HINTS_CO02_01 || &amp;lt;b&amp;gt;This is El Cid, I'll be monitoring your mission today. Hatchet Forces deliver a real gut-punch to the NVA. We've been doing this since 65, but keep in mind, they will do whatever they can to wipe you out today. Go careful.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_02 || STR_VN_HINTS_CO02_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any weapons you might need. The building next to the T.O.C.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_03 || STR_VN_HINTS_CO02_03 || &amp;lt;b&amp;gt;The M60 or RPD shorty could come in handy today. Or an M79 thumper. Beaucoup targets on that highway. Bring plenty of claymores. Grab a few LAW launchers too.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_04 || STR_VN_HINTS_CO02_04 || &amp;lt;b&amp;gt;Head over to the flight line. Flying slicks today – low level insert under the cloud. Bring a bag – it could get messy!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_05 || STR_VN_HINTS_CO02_05 || &amp;lt;b&amp;gt;You can nail a lot of enemy hardware with these heavy weapons. Get 'em loaded on the slick.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_06 || STR_VN_HINTS_CO02_06 || &amp;lt;b&amp;gt;This cloud layer is thick. You're gonna be socked in - zero chance of Tac-Air and looks pretty dicey for emergency extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_07 || STR_VN_HINTS_CO02_07 || &amp;lt;b&amp;gt;Here it is - MSS Leghorn - sovereign American real estate in the heart of Laos. A home away from home.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_08 || STR_VN_HINTS_CO02_08 || &amp;lt;b&amp;gt;The enemy patrols the base of the mountain. You'll need to slip by them to set up mines on the road.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_09 || STR_VN_HINTS_CO02_09 || &amp;lt;b&amp;gt;Put half your guys near the road with claymores. Watch over them with the big guns from up here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_10 || STR_VN_HINTS_CO02_10 || &amp;lt;b&amp;gt;OK you're all set up. The show's about to get started. If the bastards go nuts you're gonna need to bug out fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_11 || STR_VN_HINTS_CO02_11 || &amp;lt;b&amp;gt;Here they come. Blow the claymores when they're right on 'em. Then whack 'em with the heavy stuff. They're not gonna know what hit them.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_12 || STR_VN_HINTS_CO02_12 || &amp;lt;b&amp;gt;Looks like they're buzzing. Get your team on the hill. Use the mortar and machine guns for cover.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_13 || STR_VN_HINTS_CO02_13 || &amp;lt;b&amp;gt;Nice work - you lit a fire under their asses! That's a lot of scrap metal! Enough for Chief SOG. You can either call in the slicks, or stick around for more fireworks.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_14 || STR_VN_HINTS_CO02_14 || &amp;lt;b&amp;gt;Well that was a close call! You guys sure knocked a dent in the enemy supply train. Nice clean ambush, you poured it on 'em, and bugged out in good time.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_15 || STR_VN_HINTS_CO02_15 || &amp;lt;b&amp;gt;Heads up! Hillsboro is reporting heavy enemy radio traffic. There's a lot of NVA converging on this area.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_16 || STR_VN_HINTS_CO02_16 || &amp;lt;b&amp;gt;Christ, one-zero, you sure got a lot of balls. Keep smacking their trucks. They are desperate to get through.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_17 || STR_VN_HINTS_CO02_17 || &amp;lt;b&amp;gt;OK one-zero, you can either call in the slicks, or stick around for more fireworks. Maybe you've done enough damage today?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_18 || STR_VN_HINTS_CO02_18 || &amp;lt;b&amp;gt;With no extraction from here, you'll have to bug the team out. Get off this mountain and break south. Watch out for NVA patrols. They're coming in force.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_19 || STR_VN_HINTS_CO02_19 || &amp;lt;b&amp;gt;There are NVA closing in from all sides, pick up the pace! They really have a bug up their ass!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_20 || STR_VN_HINTS_CO02_20 || &amp;lt;b&amp;gt;OK try and hold this LZ, the slicks are on their way.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_21 || STR_VN_HINTS_CO02_21 || &amp;lt;b&amp;gt;Well that was a really close call! You guys sure knocked a dent in the enemy supply train. Nice clean ambush, you shut down their road for half a day!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_22 || STR_VN_HINTS_CO02_22 || &amp;lt;b&amp;gt;Ballsy move! This Hatchet Force is really giving 'em hell. Keep hammering that road.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_23 || STR_VN_HINTS_CO02_23 || &amp;lt;b&amp;gt;The NVA have you almost surrounded, it's time to go.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_24 || STR_VN_HINTS_CO02_24 || &amp;lt;b&amp;gt;No deal today! They have this LZ boxed in with triple-A. Your best chance is to break south again. Smoke your back trail and di di mao!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_25 || STR_VN_HINTS_CO02_25 || &amp;lt;b&amp;gt;OK, there's not much time, the NVA are almost on you, there are hundreds of them! Keep running.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_26 || STR_VN_HINTS_CO02_26 || &amp;lt;b&amp;gt;A BLU-82! Toss smoke on your pos so COVEY doesn't drop it too near you. Stay clear until the bomb goes off, then get in fast! The slicks will be in right behind the blast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_27 || STR_VN_HINTS_CO02_27 || &amp;lt;b&amp;gt;Hold this LZ, the slicks are here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_28 || STR_VN_HINTS_CO02_28 || &amp;lt;b&amp;gt;Well that was too close for comfort! You guys sure knocked out the enemy supply train. Nice clean ambush, you shut down their road for a whole day! Chief SOG will have a cigar for you in Saigon. That BLU-82 was a blast!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_29 || STR_VN_HINTS_CO02_29 || &amp;lt;b&amp;gt;Welcome back. Head over to the Recon Club for a cold one on me. Make sure to swap lessons learned with the other Spike Teams. Good work one-zero, mission complete.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_01 || STR_VN_HINTS_CO03_01 || &amp;lt;b&amp;gt;This is Sergeant Meyer, callsign Tilt, I'll be advising you during this mission.  Every Spike team spends a week in every month standing Bright Light duty.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_02 || STR_VN_HINTS_CO03_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any weapons you need. It's the building next to the TOC. And make sure you have first aid kits.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_03 || STR_VN_HINTS_CO03_03 || &amp;lt;b&amp;gt;We have some new M16s with suppressors for this one.  A little heavier than your CAR15, but could be useful so you can get in quiet and avoid enemy detection.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_04 || STR_VN_HINTS_CO03_04 || &amp;lt;b&amp;gt;Time to head out to the flight line and wait for the call. If it's a good week, you'll get to cool your heels playing poker or even work on your tan.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_05 || STR_VN_HINTS_CO03_05 || &amp;lt;b&amp;gt;Ok this is it! Our guys are in trouble. Time to mount up. Today you're riding with US slick pilots Condor 22. They know the terrain and are used to flying into hot LZ's. Rest assured they will pull you out if you get into shit.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_06 || STR_VN_HINTS_CO03_06 || &amp;lt;b&amp;gt;Ok this is bad. I don't want to spook you, but the A Shau valley is a real shithole, crawling with hardcore NVA troops. Try to avoid contact down there or it could get pretty desperate.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_07 || STR_VN_HINTS_CO03_07 || &amp;lt;b&amp;gt;There's the crash site. It's right in Charlie's backyard, so land a bit further out and try to get there undetected. Those suppressors from Okinawa should help.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_08 || STR_VN_HINTS_CO03_08 || &amp;lt;b&amp;gt;Air assets are stacked up for you on this. Use them when you need them, but try and locate the crew first.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_09 || STR_VN_HINTS_CO03_09 || &amp;lt;b&amp;gt;You're doing great so far, everyone in the team sure appreciates that somebody will come and get them if they get stuck in the shit like this.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_10 || STR_VN_HINTS_CO03_10 || &amp;lt;b&amp;gt;OK here's the site, approach it carefully, check for enemy around the perimeter.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_11 || STR_VN_HINTS_CO03_11 || &amp;lt;b&amp;gt;Damn! looks like Charlie is on high alert the area is crawling with soldiers, deploy your team and take them down as quietly as possible, but watch out for friendlies.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_12 || STR_VN_HINTS_CO03_12 || &amp;lt;b&amp;gt;OK good job, now check for radios, codebooks and flight-plans. Look for any US or ARVN survivors or bodies. Do it quick.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_13 || STR_VN_HINTS_CO03_13 || &amp;lt;b&amp;gt;Bringing back this stuff is important, Charlie has been known to use our radios to listen in to our comms, or even set traps to lure in other helicopter crews.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_14 || STR_VN_HINTS_CO03_14 || &amp;lt;b&amp;gt;So, 3 bodies and 4 helmets. Looks like one of the guys is alive, but he may have been taken. Another team will extract the bodies, see if you can pick up on the trail for the missing pilot.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_15 || STR_VN_HINTS_CO03_15 || &amp;lt;b&amp;gt;A blood trail. This looks promising. See where it goes.This is where the fun starts, be ready...&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_16 || STR_VN_HINTS_CO03_16 || &amp;lt;b&amp;gt;A VC camp! The enemy has a huge network of small camps like this throughout the A Shau. It's one of the reasons we lost whole teams in here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_17 || STR_VN_HINTS_CO03_17 || &amp;lt;b&amp;gt;Sweep the camp, to see what you're up against. Then take everyone down fast, and find our guy.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_18 || STR_VN_HINTS_CO03_18 || &amp;lt;b&amp;gt;Hmm, No sign of the pilot yet. Have another look, this camp seems too small for the amount of troops here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_19 || STR_VN_HINTS_CO03_19 || &amp;lt;b&amp;gt;So Charlie has a cave! Better go easy, see who's home.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_20 || STR_VN_HINTS_CO03_20 || &amp;lt;b&amp;gt;Well well well... Charlie has been busy, a tunnel! This may be a much bigger operation than we realised. These rat holes can go on for miles, best get in there and try to find the pilot and get out fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_21 || STR_VN_HINTS_CO03_21 || &amp;lt;b&amp;gt;This is some creepy shit, Columbia. Beware booby traps. Charlie uses mines, spikes, murder-holes, even snakes, all kinds of horrible stuff.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_22 || STR_VN_HINTS_CO03_22 || &amp;lt;b&amp;gt;You found him! OK administer first aid fast and let's get the hell out of this shithole. Covey is sending in the Slicks now, let's di di.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_23 || STR_VN_HINTS_CO03_23 || &amp;lt;b&amp;gt;You lost the pilot! OK this is bad news, but keep your head and try to extract the team.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_24 || STR_VN_HINTS_CO03_24 || &amp;lt;b&amp;gt;Run to the Lima Zulu, Charlie knows something's up! There are patrols moving this way, coming fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_25 || STR_VN_HINTS_CO03_25 || &amp;lt;b&amp;gt;Covey will start pasting the area to your north. We have tac-air stacked up to 20,000 feet. They can't see much with this cloud, but Coveys doing a good job guiding them to their targets.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_26 || STR_VN_HINTS_CO03_26 || &amp;lt;b&amp;gt;OK here's the LZ, get yourselves spread out for defence, and get on board fast when the slicks hit the dirt. Charlie's gonna be moving in triple A.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_27 || STR_VN_HINTS_CO03_27 || &amp;lt;b&amp;gt;Jump on, let's go home.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_28 || STR_VN_HINTS_CO03_28 || &amp;lt;b&amp;gt;Welcome back Columbia. Head over to the mess and grab some chow for your team. Job well done.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_29 || STR_VN_HINTS_CO03_29 || &amp;lt;b&amp;gt;Welcome back Columbia. It's a shame we lost the pilot. Get some chow and a shower and head for debrief.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_01 || STR_VN_HINTS_CO04_01 || &amp;lt;b&amp;gt;This is Tilt, I'll be advising you during your mission today.  Capturing an enemy prisoner is risky and a lot of teams have failed. Chief SOG is offering 5 days R&amp;amp;R for this one. I'd recommend Taipei.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_02 || STR_VN_HINTS_CO04_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any additional weapons you may need. It's the building next to the TOC. Don't forget claymores and suppressors!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_03 || STR_VN_HINTS_CO04_03 || &amp;lt;b&amp;gt;A suppressed M3 will do for the road security. The rest of the team should go &amp;quot;loaded for elephant&amp;quot;.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_04 || STR_VN_HINTS_CO04_04 || &amp;lt;b&amp;gt;Use the claymore to blow the wheels off the truck and stun the driver. Place it side-on so it only takes out the tires. You don't want to harm the driver.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_05 || STR_VN_HINTS_CO04_05 || &amp;lt;b&amp;gt;Keep the prisoner away from the indigs, they may throw him out of the Kingbee. Remember these guys lost family to the communists. They wouldn't think twice seeing if he can fly.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_06 || STR_VN_HINTS_CO04_06 || &amp;lt;b&amp;gt;Avoid being spotted during insertion, don't land near any visible enemy presence.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_07 || STR_VN_HINTS_CO04_07 || &amp;lt;b&amp;gt;Stay alert to LZ watchers who will report your landing. As for trackers -- bushwhack 'em and continue your mission.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_08 || STR_VN_HINTS_CO04_08 || &amp;lt;b&amp;gt;This LZ is small and should work out. Once you hit the ground, move fast then hide and LISTEN.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_09 || STR_VN_HINTS_CO04_09 || &amp;lt;b&amp;gt;Send Covey a &amp;quot;Team OK&amp;quot; so he can release the air assets from standby.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_10 || STR_VN_HINTS_CO04_10 || &amp;lt;b&amp;gt;Weather's not too bad – good-to-go for your team's extraction.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_11 || STR_VN_HINTS_CO04_11 || &amp;lt;b&amp;gt;There are rumours of an NVA battalion in this area. Plant toe-poppers and dog-leg to avoid trackers. Now go find that road.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_12 || STR_VN_HINTS_CO04_12 || &amp;lt;b&amp;gt;OK well shit just got interesting, the NVA has a fucking triple-A site here! You must be really near to the battalion HQ! Back away from it and find the road. Damn, this could really fuck up the extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_13 || STR_VN_HINTS_CO04_13 || &amp;lt;b&amp;gt;OK here's your road – setup an observation post and monitor traffic and activity. Watch out for security patrols.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_14 || STR_VN_HINTS_CO04_14 || &amp;lt;b&amp;gt;Looks like Ho Chi Minh's planning a big party in the South. There's enough ordnance on those trucks to really ruin someone's day.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_15 || STR_VN_HINTS_CO04_15 || &amp;lt;b&amp;gt;OK move along the road north and see if you can find a good ambush spot. You'll be looking for a blind corner with good cover and easy egress.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_16 || STR_VN_HINTS_CO04_16 || &amp;lt;b&amp;gt;Security patrol! Avoid contact or the mission will fail and you'll have to fight your way out!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_17 || STR_VN_HINTS_CO04_17 || &amp;lt;b&amp;gt;This will do. Light's failing, find a suitable RON site for the team to camp til morning.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_18 || STR_VN_HINTS_CO04_18 || &amp;lt;b&amp;gt;OK one-zero, setup the team here in the briar thicket. Put out remote trigger claymores and sit tight til morning. No snoring!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_19 || STR_VN_HINTS_CO04_19 || &amp;lt;b&amp;gt;Shhh! Sau reports somethings coming! Wake everybody up... be really quiet.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_20 || STR_VN_HINTS_CO04_20 || &amp;lt;b&amp;gt;NVA! They haven't seen you, so stay totally quiet and still.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_21 || STR_VN_HINTS_CO04_21 || &amp;lt;b&amp;gt;Sau says they are from the triple-A site. They are worried that their security element hasn't showed up yet...&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_22 || STR_VN_HINTS_CO04_22 || &amp;lt;b&amp;gt;OK, track them to their site, and check it out. Go easy one zero. If there's any risk of compromise, back off. Grab your claymores and hustle.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_23 || STR_VN_HINTS_CO04_23 || &amp;lt;b&amp;gt;OK here's the plan: Take these fuckers down fast, wipe out the gun teams and then head for the road.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_24 || STR_VN_HINTS_CO04_24 || &amp;lt;b&amp;gt;Set up a claymore facing across the road. Remember you only want to take out the tires!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_25 || STR_VN_HINTS_CO04_25 || &amp;lt;b&amp;gt;Don't try to bite off too much here. Leave it 'til a solo truck comes along.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_26 || STR_VN_HINTS_CO04_26 || &amp;lt;b&amp;gt;Good work! Now hogtie the poor commie bastard and stick him with a syrette.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_27 || STR_VN_HINTS_CO04_27 || &amp;lt;b&amp;gt;You'll be glad you hit that triple-A now, head west fast, this shits about to go south.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_28 || STR_VN_HINTS_CO04_28 || &amp;lt;b&amp;gt;The Kingbees are coming! Covey will pick your LZ. Get there fast! The noise will have woken up that battalion!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_29 || STR_VN_HINTS_CO04_29 || &amp;lt;b&amp;gt;Here's the LZ. Take cover - hold this high ground! Call tac-air on the treeline!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_30 || STR_VN_HINTS_CO04_30 || &amp;lt;b&amp;gt;Kingbees are on the way, hold on! Keep the enemy off the LZ.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_31 || STR_VN_HINTS_CO04_31 || &amp;lt;b&amp;gt;Shit! The prisoner got zapped. OK never mind, keep laying it down you still gotta get home!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_32 || STR_VN_HINTS_CO04_32 || &amp;lt;b&amp;gt;Kingbee's here – get the team on board, fast!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_33 || STR_VN_HINTS_CO04_33 || &amp;lt;b&amp;gt;Well, you lost that commie, but the team made it out. Job done, shame about the Taipei gig. Maybe next time.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_34 || STR_VN_HINTS_CO04_34 || &amp;lt;b&amp;gt;Kingbee's here – load the prisoner first, and get the fuck outta this place.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_35 || STR_VN_HINTS_CO04_35 || &amp;lt;b&amp;gt;You made it! So many teams failed to get these kids back to camp. Even cut them off the strings when they put up a fight. You boys are off to Taipei, courtesy of Chief SOG!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_36 || STR_VN_HINTS_CO04_36 || &amp;lt;b&amp;gt;Welcome back. Maybe skip the Recon Club and pack your shit, the bird is leaving for Da Nang. Best keep your head down or you may get sent out on a Bright Light before you make it outta the FOB. Well done One-zero!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_01 || STR_VN_HINTS_CO05_01 || &amp;lt;b&amp;gt;This is El Cid, I'll be advising you during this mission. Wiretaps are straightforward, so long as you don't get spotted.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_02 || STR_VN_HINTS_CO05_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any additional weapons you may need. It's the building next to the TOC. Don't forget suppressors and your wiretap kit!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_03 || STR_VN_HINTS_CO05_03 || &amp;lt;b&amp;gt;A suppressed Sten will do for any trail security. Useful for snatching a prisoner if the opportunity arises.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_04 || STR_VN_HINTS_CO05_04 || &amp;lt;b&amp;gt;We use the 414 wiretap kit to intercept enemy commo by connecting it to a landline and recording the chatter. Place it carefully so it doesn't get spotted.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_05 || STR_VN_HINTS_CO05_05 || &amp;lt;b&amp;gt;Your interpreter Sau will monitor the commo while it's recording. Remember you need to call in the code word when it's hooked up.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_06 || STR_VN_HINTS_CO05_06 || &amp;lt;b&amp;gt;This looks like a suitable LZ. It's remote but within reach of the trail area to the Northeast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_07 || STR_VN_HINTS_CO05_07 || &amp;lt;b&amp;gt;Neutralise any LZ watchers or trail watchers who get in the team's way. Use toe-poppers to fix any trackers. They step over a log and it's Xin loi!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_08 || STR_VN_HINTS_CO05_08 || &amp;lt;b&amp;gt;Time to send Covey the 'Team OK'. Plant toe-poppers and dog-leg to avoid the trackers. Now go find a trail.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_09 || STR_VN_HINTS_CO05_09 || &amp;lt;b&amp;gt;You'll be here overnight, so keep an eye open for a remote, defendable RON site.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_10 || STR_VN_HINTS_CO05_10 || &amp;lt;b&amp;gt;The briefing let us know there's beaucoup enemy here, expect trails packed with troops and couriers.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_11 || STR_VN_HINTS_CO05_11 || &amp;lt;b&amp;gt;OK here's your trail – setup near the land line and monitor activity. Watch out for security patrols.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_12 || STR_VN_HINTS_CO05_12 || &amp;lt;b&amp;gt;It wraps to the left, so it's definitely NVA wire. Your 414 kit can monitor 25 miles of voice traffic, so you should get something useful here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_13 || STR_VN_HINTS_CO05_13 || &amp;lt;b&amp;gt;Sau dug a small hole for the ground return, and caked the cable in mud. Now he'll monitor the commo and dub any important notes direct to the tape. Let's hope the passing troops don't notice it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_14 || STR_VN_HINTS_CO05_14 || &amp;lt;b&amp;gt;Heads down! This trail sure is busy today. If anyone spots the cable, zap him with your suppressor and hide the body and blood fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_15 || STR_VN_HINTS_CO05_15 || &amp;lt;b&amp;gt;Oh shit, OK wipe them out silently.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_16 || STR_VN_HINTS_CO05_16 || &amp;lt;b&amp;gt;Well done, you kept it quiet, now stash the bodies and bikes fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_17 || STR_VN_HINTS_CO05_17 || &amp;lt;b&amp;gt;Good job, more meat for the wildlife.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_18 || STR_VN_HINTS_CO05_18 || &amp;lt;b&amp;gt;I guess this cable is too easy to spot, grab the kit and have the Team move out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_19 || STR_VN_HINTS_CO05_19 || &amp;lt;b&amp;gt;Ok, fuck it… time to go, grab the recorder and clear the area before the NVA show up in force!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_20 || STR_VN_HINTS_CO05_20 || &amp;lt;b&amp;gt;This will do for a RON. Plenty of cover and concealment - time to get comfortable til morning. Don't forget to set out claymores.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_21 || STR_VN_HINTS_CO05_21 || &amp;lt;b&amp;gt;Sau says there was chatter about a Trung Ta nearby. That's a light colonel. Might be worth seeing if you can grab him, if his camp is not too well guarded. Maybe check it out at first light.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_22 || STR_VN_HINTS_CO05_22 || &amp;lt;b&amp;gt;Shhh! something's coming! That ain't a monkey. Easy does it... Just another night in Prairie Fire.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_23 || STR_VN_HINTS_CO05_23 || &amp;lt;b&amp;gt;Time to check in with Moonbeam.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_24 || STR_VN_HINTS_CO05_24 || &amp;lt;b&amp;gt;OK time to wake everyone up and break squelch with Covey. He's gotta be up there somewhere.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_25 || STR_VN_HINTS_CO05_25 || &amp;lt;b&amp;gt;Those NVA last night were heading north, track them to their camp and check it out. This is awfully risky, but might be worth it. If there's any risk of compromise, back off and extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_26 || STR_VN_HINTS_CO05_26 || &amp;lt;b&amp;gt;Looks like the Colonels in that billet. Well it's your call one-zero. If you think the team can take the camp down then go for it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_27 || STR_VN_HINTS_CO05_27 || &amp;lt;b&amp;gt;OK, that's them all down - your team sure has the right moves for recon work. Grab that Trung Ta and any intel and get out of here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_28 || STR_VN_HINTS_CO05_28 || &amp;lt;b&amp;gt;Well you nailed them, but the Colonel didn't make it and there's more NVA coming, you need to leave. Grab whatever intel you can find.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_29 || STR_VN_HINTS_CO05_29 || &amp;lt;b&amp;gt;Shit they have you surrounded. Hole up and pray Covey can work his magic. The team's in real trouble here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_30 || STR_VN_HINTS_CO05_30 || &amp;lt;b&amp;gt;This is getting real bad, you'll need to fight your way through them and break south.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_31 || STR_VN_HINTS_CO05_31 || &amp;lt;b&amp;gt;The Gnats are on their way! Covey has picked the best LZ. Get there fast! Sounds like a whole damn regiment is on its way!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_32 || STR_VN_HINTS_CO05_32 || &amp;lt;b&amp;gt;Here's the LZ… Whaaat the fuck? What is this place? Take cover and hold out til the extraction birds get here! Call tac-air on that treeline!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_33 || STR_VN_HINTS_CO05_33 || &amp;lt;b&amp;gt;Woo boy! Look at that! The Cobras are sure doing some damage. Gnats are on the way, hold on! Keep the enemy back.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_34 || STR_VN_HINTS_CO05_34 || &amp;lt;b&amp;gt;Ok the Gnats are here... Time to di di!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_35 || STR_VN_HINTS_CO05_35 || &amp;lt;b&amp;gt;HQ is gonna love this recording. Shame you didn't bag that light colonel. That's a weeks R&amp;amp;R down the pan. Let's hope there's some useful intel on the tape.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_36 || STR_VN_HINTS_CO05_36 || &amp;lt;b&amp;gt;Load the colonel on board and extract. It's getting too hot down here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_37 || STR_VN_HINTS_CO05_37 || &amp;lt;b&amp;gt;Well done one zero, the NVA are sure gonna be sore you bagged a Colonel. You'll get a week in Tokyo at least!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_38 || STR_VN_HINTS_CO05_38 || &amp;lt;b&amp;gt;Welcome back. Drop the gear off at the TOC and then hit the showers and the recon bar. Don't forget to get your indigs some chow.  They sure saved your ass back there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_01 || STR_VN_HINTS_CO06_01 || &amp;lt;b&amp;gt;This is Staff Sgt. Jim Shorten, callsign &amp;quot;Wild Carrot&amp;quot;, I'll be advising you for this mission. Oscar 8 is a motherfucker target. You must have pissed off the S3 real bad to get assigned this one.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_02 || STR_VN_HINTS_CO06_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw your weapons. Don't forget explosives.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_03 || STR_VN_HINTS_CO06_03 || &amp;lt;b&amp;gt;Breaching charges and satchels will be handy to sabotage any trucks you find before bugging out of the target.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_04 || STR_VN_HINTS_CO06_04 || &amp;lt;b&amp;gt;The 176th are flying you in today, the Minutemen are solid operators. For air support you've been assigned the Muskets gunships and the marines' Eagle Claw cobras... this much heat will be necessary to get you out of that hole.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_05 || STR_VN_HINTS_CO06_05 || &amp;lt;b&amp;gt;This is the LZ Covey ID'd for you this mornin. Looks OK I guess. Let's hope the Arclight got most of 'em.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_06 || STR_VN_HINTS_CO06_06 || &amp;lt;b&amp;gt;Send Covey the &amp;quot;Team OK&amp;quot; only when you're sure it's safe. Now let's see what the air force hit.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_07 || STR_VN_HINTS_CO06_07 || &amp;lt;b&amp;gt;Holy shit, the Minutemen just got taken out! Now you're in trouble. Fight your way off this open area, dig in and call Tac-Air! This is gonna be a shit-show!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_08 || STR_VN_HINTS_CO06_08 || &amp;lt;b&amp;gt;Get the team into cover one-zero, do it now!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_09 || STR_VN_HINTS_CO06_09 || &amp;lt;b&amp;gt;They have tanks to the west, and it's too open. You're gonna have to fight east through their camp. You must have landed right in the regimental HQ of the 559th. OK one-zero, let's keep the team together and fight hard, maybe in the confusion you can make it to a safe extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_10 || STR_VN_HINTS_CO06_10 || &amp;lt;b&amp;gt;Take out these bunkers while they're still dazed from the Arclight!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_11 || STR_VN_HINTS_CO06_11 || &amp;lt;b&amp;gt;Ok, with all the craziness going on, nobody seems to know you're here… Use the opportunity to ditch those explosives, take out the ammo and fuel stores here, and bug out. It may distract the NVA from finding you. Don't hang around here longer than 5 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_12 || STR_VN_HINTS_CO06_12 || &amp;lt;b&amp;gt;That'll keep them busy putting out fires, and they may confuse the cooking off ammo for a firefight. Keep moving south-east, gotta find a safe extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_13 || STR_VN_HINTS_CO06_13 || &amp;lt;b&amp;gt;Damn it! We're losing a lot of good men today. Just keep the team moving, they won't leave you here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_14 || STR_VN_HINTS_CO06_14 || &amp;lt;b&amp;gt;Looks like a truck park, if you've still got any explosives, set charges and keep moving, give it max... 5 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_15 || STR_VN_HINTS_CO06_15 || &amp;lt;b&amp;gt;OK that P12 radar truck is fucking up your extraction, either take it out or mark it for air.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_16 || STR_VN_HINTS_CO06_16 || &amp;lt;b&amp;gt;Well done taking care of the radar. Now how about we knock out that HQ hootch? Could be General Giap himself in there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_17 || STR_VN_HINTS_CO06_17 || &amp;lt;b&amp;gt;Ha! Well you sure FUCKED them up!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_18 || STR_VN_HINTS_CO06_18 || &amp;lt;b&amp;gt;OK one-zero, it's time to get out of here, get the team to the river.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_19 || STR_VN_HINTS_CO06_19 || &amp;lt;b&amp;gt;Ok, fuck it… time to get wet, either swim it, or grab a boat before the NVA realise where you are. The marine cobras will keep their heads down! Get it done!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_20 || STR_VN_HINTS_CO06_20 || &amp;lt;b&amp;gt;OK, you made it across, good job, now get your asses to the LZ and hold the bastards off til the extraction birds get there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_21 || STR_VN_HINTS_CO06_21 || &amp;lt;b&amp;gt;MINUTEMAN 2 is inbound! This is a good LZ Keep the bastards off it! Call tac-air on the western shore!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_22 || STR_VN_HINTS_CO06_22 || &amp;lt;b&amp;gt;Oh boy! Look at that! The NVA navy just got a gift from Uncle Sam. Ok MINUTEMAN is here... Time to di di!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_23 || STR_VN_HINTS_CO06_23 || &amp;lt;b&amp;gt;Fuckin' Oscar Eight man. That damned target. We lost so many good pilots today, but at least you guys kicked the shit out of the NVA down there. HQ should nuke that fucking target.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_24 || STR_VN_HINTS_CO06_24 || &amp;lt;b&amp;gt;Welcome back. Grab a bite to eat and get back on the ship, we need every team on Bright Light. It's gonna be a long night...&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_25 || STR_VN_HINTS_CO06_25 || &amp;lt;b&amp;gt;Well done taking care of the radar.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_26 || STR_VN_HINTS_CO06_26 || &amp;lt;b&amp;gt;Now how about we knock out that HQ hootch? Could be General Giap himself in there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_07_radiohint_13 || STR_VN_HINTS_CO07_13 || &amp;lt;b&amp;gt;A high speed trail – the kind the bastards use to move ammo between cache sites. Shadow it and you might find one.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_01 || STR_VN_RCOMMS_SP01_01 || &amp;lt;b&amp;gt;Welcome to Temporary Duty man. You ain't mad, I'm Staff Sergeant Jim Shorten, the S-1 asked me to show you around. I'll be like a voice in your head 'til you get your shit squared away.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_02 || STR_VN_RCOMMS_SP01_02 || &amp;lt;b&amp;gt;This shit-hole is Pleiku. Try not to breathe in the dust or you'll be coughing all night.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_03 || STR_VN_RCOMMS_SP01_03 || &amp;lt;b&amp;gt;Jump in the quarter-ton - we'll head out to the range. It's on the other side of the flight-line.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_04 || STR_VN_RCOMMS_SP01_04 || &amp;lt;b&amp;gt;It gets kinda busy here, Pleiku is a launch site for all kinds of ops.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_05 || STR_VN_RCOMMS_SP01_05 || &amp;lt;b&amp;gt;I did my first tour here in the Navy down at Da Nang, then I volunteered for airborne just like you.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_06 || STR_VN_RCOMMS_SP01_06 || &amp;lt;b&amp;gt;Hey if you get a free night in Saigon, check out the Kitty Bar. They got a chick there by the name of Yen, tell her Jimi sent ya.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_07 || STR_VN_RCOMMS_SP01_07 || &amp;lt;b&amp;gt;OK here's the range, help yourself to whatever... shoot to the East so you don't hit anything important.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_08 || STR_VN_RCOMMS_SP01_08 || &amp;lt;b&amp;gt;Armed Forces Vietnam radio - the music is sweet but the ads suck. That button-snatcher dude needs to get fragged.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_10 || STR_VN_RCOMMS_SP01_10 || &amp;lt;b&amp;gt;Ok time to go, the slick will take you on up to Quan Loi. You'll be able to get in some real practice up there... it gets hot, especially at night.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_11 || STR_VN_RCOMMS_SP01_11 || &amp;lt;b&amp;gt;Don't forget to use earplugs in the huey. It'll keep you sane.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_12 || STR_VN_RCOMMS_SP01_12 || &amp;lt;b&amp;gt;Well here it is, Quan Loi Base Camp. It's near an old rubber plantation, though not much of that is left. They don't call it Rocket City for nothin'!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_13 || STR_VN_RCOMMS_SP01_13 || &amp;lt;b&amp;gt;And here it is! Right on time! Charlie has some mortars out there. Report to the command bunker and keep your head down. Don't wanna catch any shrapnel.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_14 || STR_VN_RCOMMS_SP01_14 || &amp;lt;b&amp;gt;Well the captain is happy to have you here on TDY, he said to take a patrol out and familiarise yourself with the neighborhood. See if you can find those fuckin mortars.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_15 || STR_VN_RCOMMS_SP01_15 || &amp;lt;b&amp;gt;Watch out for traps out here, Charlie likes to leave tripwires and them punji stakes. Ugh, they give me the creeps, the VC rub their shit on 'em to give 'em extra flavor! Fuckin animals.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_16 || STR_VN_RCOMMS_SP01_16 || &amp;lt;b&amp;gt;Lower your weapon, it makes you move better and you won't look so much like a freaked out cherry!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_17 || STR_VN_RCOMMS_SP01_17 || &amp;lt;b&amp;gt;Ok, easy does it, use your walk key to go slowly, it will reduce your noise... and crouch or crawl to be less visible. Out here, noise discipline is key to survival. Only cherries run.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_18 || STR_VN_RCOMMS_SP01_18 || &amp;lt;b&amp;gt;Good shootin'! If you still got any C4 plant it on the tube. If we had more time I'd show ya how to use gasoline to sabotage one of these. Charlie doesn't know a thing until he goes to drop a round in and blows himself and his buddies to pieces… hehehe&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_19 || STR_VN_RCOMMS_SP01_19 || &amp;lt;b&amp;gt;That's one team that won't be fuckin with us tonight. Good job.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_20 || STR_VN_RCOMMS_SP01_20 || &amp;lt;b&amp;gt;Wow, what happened to those guys? Looks like their ammo malfunctioned. Dumb bastards.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_21 || STR_VN_RCOMMS_SP01_21 || &amp;lt;b&amp;gt;Another mortar team taken out. Good job.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_22 || STR_VN_RCOMMS_SP01_22 || &amp;lt;b&amp;gt;Ok it's time to head back... you do not wanna get stuck out here after dark. Easy does it going back into camp. Make sure you don't get shot up by Yards thinking you're a VC.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_23 || STR_VN_RCOMMS_SP01_23 || &amp;lt;b&amp;gt;Your team is needed at the radio relay! They just killed a sapper in the wire.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_24 || STR_VN_RCOMMS_SP01_24 || &amp;lt;b&amp;gt;Ok watch the wire to the south, that's where they shot the VC.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_25 || STR_VN_RCOMMS_SP01_25 || &amp;lt;b&amp;gt;Remember your drills! When near a wall or bunker or laying down, you can rest your weapon and hold your breath to stabilise it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_26 || STR_VN_RCOMMS_SP01_26 || &amp;lt;b&amp;gt;Nail them sonsabitches before they can blow up your wire.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_27 || STR_VN_RCOMMS_SP01_27 || &amp;lt;b&amp;gt;The captain said they think there's sappers bypassing this hill and creeping up to the main camp. Check your north.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_28 || STR_VN_RCOMMS_SP01_28 || &amp;lt;b&amp;gt;Ok time to call up some support. Use your radio action to get some lumes on the perimeter, then call HE on any fuckin' sappers dumb enough to go for the camp.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_29 || STR_VN_RCOMMS_SP01_29 || &amp;lt;b&amp;gt;Ok you'd better get back to the camp, there's reports of a lot of enemy further out, it's gonna be busy tonight. Take the quarter-ton.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_30 || STR_VN_RCOMMS_SP01_30 || &amp;lt;b&amp;gt;VC! Take them out and keep driving! Get to the camp!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_31 || STR_VN_RCOMMS_SP01_31 || &amp;lt;b&amp;gt;The VC are comin! Get to a bunker and find a machine gun!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_32 || STR_VN_RCOMMS_SP01_32 || &amp;lt;b&amp;gt;Pick your shots, use small bursts! Don't let the flash blind you.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_33 || STR_VN_RCOMMS_SP01_33 || &amp;lt;b&amp;gt;Aim just below their muzzle-flashes. Use tracers to adjust your shots.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_34 || STR_VN_RCOMMS_SP01_34 || &amp;lt;b&amp;gt;Use grenades if you hear 'em gettin' close. Remember to check which type you've got!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_35 || STR_VN_RCOMMS_SP01_35 || &amp;lt;b&amp;gt;Here come the cavalry! These guys will dig you out of the shit so many times on your tour. If you see them back at Pleiku always buy them a beer.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_36 || STR_VN_RCOMMS_SP01_36 || &amp;lt;b&amp;gt;Well you did real good for your first time. You might wanna ditch this TDY and sign on for a special unit I just joined myself.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_37 || STR_VN_RCOMMS_SP01_37 || &amp;lt;b&amp;gt;One of my old navy buddies is down at the pier, he'll take you to Da Nang. When you get there ask for FOB4, it's right on China Beach, tell them Wild Carrot sent ya! If I see you in the recon bar, I'll buy you a Savage!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_02 | vn_sp_02_v_radiohint_02 || STR_VN_RCOMMS_SP02_02 || &amp;lt;b&amp;gt;Hey little brother it's me Dung. You are not crazy, I'm still training in the north, but today, like a dream, I will stand beside you and teach you something OK?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_03 | vn_sp_02_v_radiohint_03 || STR_VN_RCOMMS_SP02_03 || &amp;lt;b&amp;gt;New village of Kiem Tra has grown brother. Ba would be proud of you defending it when the foreign soldiers come.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_04 | vn_sp_02_v_radiohint_04 || STR_VN_RCOMMS_SP02_04 || &amp;lt;b&amp;gt;The local forces have received new weapons from the north last night. You can walk down to the river and practice shooting.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_05 | vn_sp_02_v_radiohint_05 || STR_VN_RCOMMS_SP02_05 || &amp;lt;b&amp;gt;Many bad things happened in the old village when the French came. They took Ba away. It is good that big sister is far away in Saigon now. Only you can defend home village.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_06 | vn_sp_02_v_radiohint_06 || STR_VN_RCOMMS_SP02_06 || &amp;lt;b&amp;gt;OK here are the weapons from the north, try shooting them across river so you don't hit Tiens buffalo.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_07 | vn_sp_02_v_radiohint_07 || STR_VN_RCOMMS_SP02_07 || &amp;lt;b&amp;gt;After you finish your practice, you can answer the radio.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_08 | vn_sp_02_v_radiohint_08 || STR_VN_RCOMMS_SP02_08 || &amp;lt;b&amp;gt;The 22-millimeter rifle grenade is expensive. You can fire frag, flares, and smoke grenades and even use a special HEAT grenade against tanks. But the grenades are old, don't risk your life on them.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_09 | vn_sp_02_v_radiohint_09 || STR_VN_RCOMMS_SP02_09 || &amp;lt;b&amp;gt;It is a great honour to be allowed to operate these machine guns. You can kill many enemies with them. But, little brother, always remember to fire in short bursts.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_10 | vn_sp_02_v_radiohint_10 || STR_VN_RCOMMS_SP02_10 || &amp;lt;b&amp;gt;The Chinese rifle is very good, never breaks, lasts a long time. Make sure you clean it often.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_11 | vn_sp_02_v_radiohint_11 || STR_VN_RCOMMS_SP02_11 || &amp;lt;b&amp;gt;This equipment is very rare, you must be careful. You can see enemies very far away. Only specially trained militia can use it. You must learn how to rest the weapon on the ground and when to hold your breath.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_12 | vn_sp_02_v_radiohint_12 || STR_VN_RCOMMS_SP02_12 || &amp;lt;b&amp;gt;The SKS rifle is accurate and some can fire grenades. It has a bayonet for stabbing enemies, and an optic for specially trained men.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_13 | vn_sp_02_v_radiohint_13 || STR_VN_RCOMMS_SP02_13 || &amp;lt;b&amp;gt;Keep a pistol nearby at all times brother. It can save your life when soldiers find you.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_14 | vn_sp_02_v_radiohint_14 || STR_VN_RCOMMS_SP02_14 || &amp;lt;b&amp;gt;Ba used this for hunting ducks. It is crazy to use in battle, but if you have nothing else, it is still good enough to kill enemies! You can cut off the barrel but that annoy the ghost of Ba.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_15 | vn_sp_02_v_radiohint_15 || STR_VN_RCOMMS_SP02_15 || &amp;lt;b&amp;gt;The carbine is American, it came from the Japan war. It's old but reliable and not very heavy. Good for a young soldier.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_16 | vn_sp_02_v_radiohint_16 || STR_VN_RCOMMS_SP02_16 || &amp;lt;b&amp;gt;This is an automatic machinegun... it shoots very fast, kills lot of enemies brother. There are others in the box like this one.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_17 | vn_sp_02_v_radiohint_17 || STR_VN_RCOMMS_SP02_17 || &amp;lt;b&amp;gt;When you go to fight, always carry many grenades… frags and smoke. If you're really lucky you can get anti-tank grenades. It kills enemy tank easily.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_18 | vn_sp_02_v_radiohint_18 || STR_VN_RCOMMS_SP02_18 || &amp;lt;b&amp;gt;We have two types of rocket. Old B40 and new B41. Both can kill an enemy tank, but better for helicopter or enemy patrol ambush. Carry a special pack of rockets for it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_19 | vn_sp_02_v_radiohint_19 || STR_VN_RCOMMS_SP02_19 || &amp;lt;b&amp;gt;It is good you learned to make booby-traps for enemy soldiers. Keep them away from village. Make traps with food cans and grenades or with bamboo spikes, and hurt enemy soldiers so they will give up.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_20 | vn_sp_02_v_radiohint_20 || STR_VN_RCOMMS_SP02_20 || &amp;lt;b&amp;gt;These big guns from north are for defending camp. Try them all. The fifty-one is best, to kill helicopters when they come.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_21 | vn_sp_02_v_radiohint_21 || STR_VN_RCOMMS_SP02_21 || &amp;lt;b&amp;gt;We use 60 and 82 millimetre Chinese mortars for attacking the American camp. They fire HE, smoke and even flares to light up the area. You can use a special artillery map for fire-missions, or the optic if you can see the enemy close.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_22 | vn_sp_02_v_radiohint_22 || STR_VN_RCOMMS_SP02_22 || &amp;lt;b&amp;gt;Ok little brother, practice over, go back to the village.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_23 | vn_sp_02_v_radiohint_23 || STR_VN_RCOMMS_SP02_23 || &amp;lt;b&amp;gt;Oh no! When helicopters come like that it means soldiers soon come. Hurry back to the village!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_24 | vn_sp_02_v_radiohint_24 || STR_VN_RCOMMS_SP02_24 || &amp;lt;b&amp;gt;You must take traps from the cache, so they are not found, put them by the old village so the enemy soldiers walk on them! You must hurry!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_25 | vn_sp_02_v_radiohint_25 || STR_VN_RCOMMS_SP02_25 || &amp;lt;b&amp;gt;Quickly before the soldiers come, set traps all around this place. Make them pay!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_26 | vn_sp_02_v_radiohint_26 || STR_VN_RCOMMS_SP02_26 || &amp;lt;b&amp;gt;Good, now go hide in the forest and wait for the enemy. When they come you ambush them in open fields.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_27 | vn_sp_02_v_radiohint_27 || STR_VN_RCOMMS_SP02_27 || &amp;lt;b&amp;gt;You can see whole area from here. This is a good place little brother. Let the soldiers come... when they stand in the field, you shoot them.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_28 | vn_sp_02_v_radiohint_28 || STR_VN_RCOMMS_SP02_28 || &amp;lt;b&amp;gt;Be patient, and stay hidden brother. Wait til for the right time to fire.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_29 | vn_sp_02_v_radiohint_29 || STR_VN_RCOMMS_SP02_29 || &amp;lt;b&amp;gt;Ok, now shoot! Get as many as you can before they see you.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_30 | vn_sp_02_v_radiohint_30 || STR_VN_RCOMMS_SP02_30 || &amp;lt;b&amp;gt;It's time for Hoang to go. Run to the others in the camp, so the enemies follow you. Then they will not cause problems in the village.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_31 | vn_sp_02_v_radiohint_31 || STR_VN_RCOMMS_SP02_31 || &amp;lt;b&amp;gt;Run now brother, if helicopters come, you will die here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_32 | vn_sp_02_v_radiohint_32 || STR_VN_RCOMMS_SP02_32 || &amp;lt;b&amp;gt;There are bunkers here to protect you. Use heavy weapons to shoot the enemies who come.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_33 | vn_sp_02_v_radiohint_33 || STR_VN_RCOMMS_SP02_33 || &amp;lt;b&amp;gt;Shoot all enemies with the machine guns, make them pay for coming here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_34 | vn_sp_02_v_radiohint_34 || STR_VN_RCOMMS_SP02_34 || &amp;lt;b&amp;gt;Quick, shoot at the helicopter! Stop him shooting the camp!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_35 | vn_sp_02_v_radiohint_35 || STR_VN_RCOMMS_SP02_35 || &amp;lt;b&amp;gt;Well done brother! You will get a special medal for that in the north. Now you must go. Lots of enemies coming now. Go to the west, there is a secret place there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_36 | vn_sp_02_v_radiohint_36 || STR_VN_RCOMMS_SP02_36 || &amp;lt;b&amp;gt;Keep running Hoang, don't die here. Go quickly!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_37 | vn_sp_02_v_radiohint_37 || STR_VN_RCOMMS_SP02_37 || &amp;lt;b&amp;gt;OK, this is a tunnel for the special VC forces. You go inside now, quickly before soldiers come.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_38 | vn_sp_02_v_radiohint_38 || STR_VN_RCOMMS_SP02_38 || &amp;lt;b&amp;gt;Go deep inside the tunnel brother, it goes for miles, you be safe now.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_39 | vn_sp_02_v_radiohint_39 || STR_VN_RCOMMS_SP02_39 || &amp;lt;b&amp;gt;The village is all gone now, no reason to stay, come to the north and help the army! We will come back and fight together... throw foreign soldiers out of our homeland!&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Export function ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
private _cfgSounds = configFile &amp;gt;&amp;gt; &amp;quot;CfgSounds&amp;quot;;&lt;br /&gt;
private _cfgRadio = configFile &amp;gt;&amp;gt; &amp;quot;CfgRadio&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
private _fnc_getData = {&lt;br /&gt;
	params [&amp;quot;_config&amp;quot;, &amp;quot;_formatClass&amp;quot;, &amp;quot;_formatText&amp;quot;];&lt;br /&gt;
	private _data = [];&lt;br /&gt;
	&lt;br /&gt;
	for &amp;quot;_mission&amp;quot; from 1 to 20 do {&lt;br /&gt;
		private _missionStr = if (_mission &amp;lt; 10) then {format [&amp;quot;0%1&amp;quot;, _mission]} else {str _mission};&lt;br /&gt;
	&lt;br /&gt;
		for &amp;quot;_dialog&amp;quot; from 1 to 100 do {&lt;br /&gt;
			private _dialogStr = if (_dialog &amp;lt; 10) then {format [&amp;quot;0%1&amp;quot;, _dialog]} else {str _dialog};&lt;br /&gt;
		&lt;br /&gt;
			private _class = format [_formatClass, _missionStr, _dialogStr, &amp;quot;e&amp;quot;];&lt;br /&gt;
			private _string = format [_formatText, _missionStr, _dialogStr];&lt;br /&gt;
			if (!isLocalized _string || {!isClass (_config &amp;gt;&amp;gt; _class)}) exitWith {&lt;br /&gt;
				diag_log [_class, isClass (_config &amp;gt;&amp;gt; _class), _string, isLocalized _string];&lt;br /&gt;
				continue;&lt;br /&gt;
			};&lt;br /&gt;
			&lt;br /&gt;
			private _classViet = format [_formatClass, _missionStr, _dialogStr, &amp;quot;v&amp;quot;];&lt;br /&gt;
			if (_classViet != _class) then {&lt;br /&gt;
				_class = _class + &amp;quot; | &amp;quot; + _classViet;&lt;br /&gt;
			};&lt;br /&gt;
			&lt;br /&gt;
			_data pushBack [_class, localize _string, _string];&lt;br /&gt;
		};&lt;br /&gt;
	};&lt;br /&gt;
	&lt;br /&gt;
	_data // return&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
private _fnc_buildTable = {&lt;br /&gt;
	private _tableText = &amp;quot;{| class=&amp;quot;&amp;quot;wikitable sortable&amp;quot;&amp;quot;&lt;br /&gt;
	|-&lt;br /&gt;
	! Config !! Class !! String key !! Text&amp;quot; + endl;&lt;br /&gt;
&lt;br /&gt;
	{&lt;br /&gt;
		private _config = configName _cfgRadio;&lt;br /&gt;
		_x params [&amp;quot;_class&amp;quot;, &amp;quot;_text&amp;quot;, &amp;quot;_textKey&amp;quot;];&lt;br /&gt;
		_tableText = _tableText + &amp;quot;|-&amp;quot; + endl + &amp;quot;| &amp;quot; + &amp;quot;[&amp;quot; + &amp;quot;https://community.bistudio.com/wiki/&amp;quot; + _config +&amp;quot; &amp;quot; + _config + &amp;quot;]&amp;quot; + &amp;quot; || &amp;quot; + _class + &amp;quot; || &amp;quot; + _textKey + &amp;quot; || &amp;quot; + &amp;quot;&amp;lt;b&amp;gt;&amp;quot; + _text + &amp;quot;&amp;lt;/b&amp;gt;&amp;quot; + endl;&lt;br /&gt;
	} forEach radioData; &lt;br /&gt;
&lt;br /&gt;
	{&lt;br /&gt;
		private _config = configName _cfgSounds;&lt;br /&gt;
		_x params [&amp;quot;_class&amp;quot;, &amp;quot;_text&amp;quot;, &amp;quot;_textKey&amp;quot;];&lt;br /&gt;
		_tableText = _tableText + &amp;quot;|-&amp;quot; + endl + &amp;quot;| &amp;quot; + &amp;quot;[&amp;quot; + &amp;quot;https://community.bistudio.com/wiki/&amp;quot; + _config +&amp;quot; &amp;quot; + _config + &amp;quot;]&amp;quot; + &amp;quot; || &amp;quot; + _class + &amp;quot; || &amp;quot; + _textKey + &amp;quot; || &amp;quot; + &amp;quot;&amp;lt;b&amp;gt;&amp;quot; + _text + &amp;quot;&amp;lt;/b&amp;gt;&amp;quot; + endl;&lt;br /&gt;
	} forEach soundsData; &lt;br /&gt;
&lt;br /&gt;
	(_tableText + endl + &amp;quot;|}&amp;quot;) // return&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
radioData = [];&lt;br /&gt;
soundsData = [];&lt;br /&gt;
&lt;br /&gt;
// 1.0 coop&lt;br /&gt;
radioData append ([_cfgRadio, &amp;quot;vn_radiocom_coop_%1_%2&amp;quot;, &amp;quot;STR_VN_RCOMMS_CO%1_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
soundsData append  ([_cfgSounds, &amp;quot;vn_coop_%1_radiohint_%2&amp;quot;, &amp;quot;STR_VN_HINTS_CO%1_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
&lt;br /&gt;
// 1.2 coop&lt;br /&gt;
radioData append ([_cfgRadio, &amp;quot;vn_radiocom_coop_%1_e01_%2&amp;quot;, &amp;quot;STR_VN_RCOMMS_CO%1_E01_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
&lt;br /&gt;
// 1.0 sp&lt;br /&gt;
soundsData append ([_cfgSounds, &amp;quot;vn_sp_%1_radiohint_%2&amp;quot;, &amp;quot;STR_VN_RCOMMS_SP%1_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
soundsData append ([_cfgSounds, &amp;quot;vn_sp_%1_%3_radiohint_%2&amp;quot;, &amp;quot;STR_VN_RCOMMS_SP%1_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
&lt;br /&gt;
private _table = ([] call _fnc_buildTable);&lt;br /&gt;
// copyToClipboard _table; // causes encoding issues&lt;br /&gt;
text _table // return&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Dialogs_and_Radio_Comms&amp;diff=11643</id>
		<title>Dialogs and Radio Comms</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Dialogs_and_Radio_Comms&amp;diff=11643"/>
		<updated>2022-11-09T00:10:11Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Missions dialogs list ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
    |-&lt;br /&gt;
    ! Config !! Class !! Text&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_01 || &amp;lt;b&amp;gt;LZ spotted, standby for insertion.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_02 || &amp;lt;b&amp;gt;COVEY, Spike Team COLUMBIA. All clear.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_03 || &amp;lt;b&amp;gt;COLUMBIA this is COVEY, Roger, Good hunting. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_04 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, We need extraction. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_05 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, head south. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_06 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Prairie Fire! Prairie Fire! They're comin' for us... HOW COPY?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_07 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Wait out. All callsigns this is COVEY 46 declaring a Prairie Fire Emergency. COLUMBIA head to the Lima Zulu, We'll walk nape down your back trail. Good luck!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_08 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, They're on top of us! Give me 20 mike mike, rockets and nape all along our front, or we're never gonna make it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_09 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Air is coming in hot... Just keep your heads down and keep on shooting, the Kingbees will be there in 2 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_10 || &amp;lt;b&amp;gt;Hello! COLUMBIA do you guys need a ride home?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_11 || &amp;lt;b&amp;gt;KINGBEE, I'm gonna kiss you when we land you sweet mother fucker&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_12 || &amp;lt;b&amp;gt;Ha ha Du ma! Crazy trung-si! You dinky-dau! Maybe I shoot you if you try to kiss me! You go kill beaucoup VC for me OK?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_01 || &amp;lt;b&amp;gt;COLUMBIA this is MINUTEMAN 45, we'll be inserting you today. We're standing by at the flight-line. S-4 left you some presents here boys.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_02 || &amp;lt;b&amp;gt;LZ in sight, 2 mikes, lock n load&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_03 || &amp;lt;b&amp;gt;COLUMBIA, this is COVEY, Trucks destroyed. Well done! However, there are more coming. You can stay and destroy more trucks or request extraction now.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_04 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, roger, slicks inbound, three mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_05 || &amp;lt;b&amp;gt;Hi COLUMBIA you guys ready to go home?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_06 || &amp;lt;b&amp;gt;Hi MINUTEMAN, yeah we're sure glad to see you. Beers are on us at the recon club tonight.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_07 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, you got a problem! Hillsboro reports enemy triple A surrounding the site. No extraction possible. Bug out of there on foot.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_08 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Roger, heading South. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_09 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, No Tac-Air today, you'll have to run as far south as you can get.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_10 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, They're on top of us. Where are the Slicks?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_11 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, slicks will be there in 2 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_12 || &amp;lt;b&amp;gt;Hi MINUTEMAN, yeah we're sure glad you made it in here. Beers are on us at the recon club tonight.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_13 || &amp;lt;b&amp;gt;COLUMBIA, this is COVEY, we got a problem. You're boxed in. The Slicks can't make it in there. Break south. I say again!. Break south. No extraction.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_14 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Any sign of Lima Zulu? Can't see anywhere down here. Got voices all around us. Situation is critical. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_15 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, OK it's a long-shot. Hillsboro has detoured a Commando Vault package. Mark your location with smoke NOW.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_16 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, OK I see it, heading to the target.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_17 || &amp;lt;b&amp;gt;Geez, COLUMBIA you guys sure know how to throw a party. Just look at the place!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_01 || &amp;lt;b&amp;gt;Bright Light emergency! A Kingbee has gone down, crashed in the trees. Let's get the team on board. It's showtime boys!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_02 || &amp;lt;b&amp;gt;There's the crash site. We'll set you down here.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_03 || &amp;lt;b&amp;gt;COVEY this is Spike Team COLUMBIA. Moving out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_04 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger that, Good hunting. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_05 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Crash site secure.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_06 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, what's the sitrep on the package? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_07 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Package 1 secure, 3 KIA to pick up. Package 2 is probably nearby, moving to locate. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_08 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, RT Raleigh will extract the KIAs, I have a lot of air standing by for you. Just say the word. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_09 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, We're onto Package 2. Going underground for a time. Will be off-comms. If we don't come out, order an Arc-Light on this grid.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_10 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, I have your grid. Let's hope it doesn't come to that. I need to check in with another team but I will be back when you need me. Good luck down there. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_11 || &amp;lt;b&amp;gt;COLUMB…, …VEY…hurry… large enemy for….overrun…say again…&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_12 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, We're out. We have Package 2, one pilot. Give me a Lima Zulu. I say again, Package two is secured. Requesting Lima Zulu, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_13 || &amp;lt;b&amp;gt;COLUMBIA COVEY Good to hear from you again, you need to move your team out. There are enemy forces converging from the north, east and west&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_14 || &amp;lt;b&amp;gt;All callsigns this is COVEY 46 declaring a Prairie Fire Emergency. Voodoo callsigns begin your runs. Start dropping your ordnance to the November of the marked site.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_15 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, They're onto us! Requesting snakes and nape all along our back trail to our November echo, repeat to our November echo. We need it now!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_16 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, We're hammering your back trail. There's a thousand of them sons of bitches... Keep your heads down... CONDOR is on the way. Will be there in 2 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_17 || &amp;lt;b&amp;gt;Hey COLUMBIA let's get going, beaucoup VC will be on us soon.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_18 || &amp;lt;b&amp;gt;CONDOR, I'm sure glad to see you. Get us outta this hell-hole.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_19 || &amp;lt;b&amp;gt;Damn you sure stirred up an ants nest down here. At least Covey will get a good body count! …… That's a real good thing you done for our Vietnamese crews. They believe if the body is left behind and not buried in their homeland, the soul will forever wander the jungles in pain and suffering.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_01 || &amp;lt;b&amp;gt;LZ spotted, standby for insertion.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_02 || &amp;lt;b&amp;gt;COVEY this is Spike Team COLUMBIA. All clear.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_03 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger. Watch out for some triple-A in your target. We just took hits from your Echo. Good hunting. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_04 || &amp;lt;b&amp;gt;COVEY this is Spike Team COLUMBIA. Team at RON site. Beware confirmed triple-A site to our Sierra. See you on the flipside.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_05 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, sleep tight, check in with Moonbeam later.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_06 || &amp;lt;b&amp;gt;MOONBEAM this is Spike Team COLUMBIA. Team at RON site. NVA very close, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_07 || &amp;lt;b&amp;gt;COLUMBIA, this is MOONBEAM. Roger, we'll monitor your signal. If you need help we can bring up a SPECTRE, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_08 || &amp;lt;b&amp;gt;MOONBEAM, Roger thanks. Let's see how it plays out. COLUMBIA out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_09 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, How you guys going down there? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_10 || &amp;lt;b&amp;gt;COVEY this is COLUMBIA. Heading for the road, tracking triple-A team, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_11 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger. We'll be on station for your snatch today. Kingbees will be orbiting. COVEY out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_12 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Prairie Fire! Prairie Fire! We need extraction NOW! Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_13 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Wait out. All callsigns this is COVEY 59 declaring a Prairie Fire Emergency. COLUMBIA head to the Lima Zulu and I'll start wasting your back trail.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_14 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, They're close to us! Give me rockets and nape to the trees to ECHO. I say again splash our ECHO.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_15 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Air is coming in hot... Keep shooting, the Kingbees will be there in 2 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_16 || &amp;lt;b&amp;gt;Hi COLUMBIA did you guys run into trouble here?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_17 || &amp;lt;b&amp;gt;KINGBEE, we're getting on now. Thanks for the pickup.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_18 || &amp;lt;b&amp;gt;Ok team, stop eyeing up our prize. It ain't happening! This is our ticket to a whole bunch of Taipei pussy.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_01 || &amp;lt;b&amp;gt;There's your LZ, looks quiet down there, you good?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_02 || &amp;lt;b&amp;gt;COVEY, this is Spike Team COLUMBIA. All clear.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_03 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger. It looks busy down there to the November and Echo, I'll bring the air back as soon as you need it. Covey out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_04 || &amp;lt;b&amp;gt;HILLSBORO, COLUMBIA. Pattern Gold, I say again, Pattern Gold.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_05 || &amp;lt;b&amp;gt;COLUMBIA, HILLSBORO, receiving you 3 by 5. Roger. Pattern Gold acknowledged.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_06 || &amp;lt;b&amp;gt;COVEY, COLUMBIA. Team at RON site, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_07 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Moonbeam will check in with you tonight.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_08 || &amp;lt;b&amp;gt;MOONBEAM, this is Spike Team COLUMBIA, how copy? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_09 || &amp;lt;b&amp;gt;COLUMBIA, this is MOONBEAM. Good copy. We're on station, weather's turning patchy. Stay safe. Moonbeam out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_10 || &amp;lt;b&amp;gt;COLUMBIA, this is COVEY 6, Covey 6 calling ST Columbia, how do you read, over?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_11 || &amp;lt;b&amp;gt;COVEY, this is Spike Team COLUMBIA, Good morning! All good here. We're on the move, but will need you soon, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_12 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Weathers patchy. We have a fair bit of air scheduled. Be here when you need it, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_13 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Prairie Fire! Prairie Fire! Need extraction... need tac-air... over&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_14 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Break. All callsigns this is COVEY 6 calling a Prairie Fire Emergency.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_15 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, they're all around us! Give me rockets in the trees to our NOVEMBER and ECHO. I say again NOVEMBER and ECHO.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_16 || &amp;lt;b&amp;gt;COVEY, this is HARE LEAD 5, we got a pink team here to mix it up a little. Where do you want it?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_17 || &amp;lt;b&amp;gt;HARE LEAD, COVEY, Roger, Glad to have you. Spike Team is to your Sierra. Light up everything to November of the willie pete. With this weather you're all we've got. Break. COLUMBIA, COVEY, continue heading Sierra, how copy?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_18 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, sorry there was too much ordnance going on. Good copy! Moving Sierra, out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_19 || &amp;lt;b&amp;gt;COVEY, HARE LEAD 5, what else do ya need? We have nails and HE.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_20 || &amp;lt;b&amp;gt;HARE LEAD, COVEY, Roger, Keep working the trees to the November of the lemon smoke, there's plenty more of them bastards down there.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_21 || &amp;lt;b&amp;gt;OK COVEY, where are you taking us? This ride's getting hot.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_22 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, LZ is one click Sierra, wide open, but the pink teams got you covered. You'll know it when you see it... Keep moving, the Gnats will be there in 5 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_23 || &amp;lt;b&amp;gt;COVEY, we have a BICYCLE. Tell HQ it might get us more air.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_24 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, confirm a living BICYCLE?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_25 || &amp;lt;b&amp;gt;COVEY, that's a Roger. Now get us out of here.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_26 || &amp;lt;b&amp;gt;COLUMBIA, GNAT 7 here, come to fly you guys home.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_27 || &amp;lt;b&amp;gt;GNAT, We're ready to go, get in here.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_28 || &amp;lt;b&amp;gt;Hey is that guy a General?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_29 || &amp;lt;b&amp;gt;Negative he's a colonel, and boy does he look pissed.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_01 || &amp;lt;b&amp;gt;There's your LZ, like landing on the moon!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_02 || &amp;lt;b&amp;gt;Mayday Mayday! We're going down! Heavy enemy AA...&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_03 || &amp;lt;b&amp;gt;This is COVEY 5 calling a Prairie Fire emergency. 2 Ships are down, no survivors. Bring in everything we got. Chase ships stand-by, BREAK, COLUMBIA, I'm sorry, the AA is too heavy for extraction.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_04 || &amp;lt;b&amp;gt;COVEY, Columbia, roger, get us help now!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_05 || &amp;lt;b&amp;gt;This is COVEY 5… seein' tanks… PT76s... comin' from... Whisky of Oscar Eight... need fast movers and gunships. Taking fire... heavy AA…. Team in trouble….&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_06 || &amp;lt;b&amp;gt;MUSKET 5 commencing run, holy shit this is hot... Yee Ha.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_07 || &amp;lt;b&amp;gt;MUSKET 5, EAGLE CLAW 41, we're right on your six, going for the boats.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_08 || &amp;lt;b&amp;gt;COVEY 5 this is VOODOO 6, strike package on station, 1 mike out, where do you want it?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_09 || &amp;lt;b&amp;gt;VOODOO 6, COVEY, roger, tanks in the open to the Whiskey of the road, marked with willie pete, how copy?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_10 || &amp;lt;b&amp;gt;VOODOO 6, smoke seen, rolling in.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_11 || &amp;lt;b&amp;gt;VOODOO 6, COVEY, good effect! You really knocked them dead&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_12 || &amp;lt;b&amp;gt;Mayday mayday, VOODOO 5 is hit!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_13 || &amp;lt;b&amp;gt;VOODOO 5 is down… his wing exploded… no parachutes… they're gone.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_14 || &amp;lt;b&amp;gt;SUNDOWNER strike package on station, whaddya need?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_15 || &amp;lt;b&amp;gt;SUNDOWNER 6, COVEY, good timing, give me nape all along the ridge line to the echo of the river.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_16 || &amp;lt;b&amp;gt;SUNDOWNER 6 roger, commencing run.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_17 || &amp;lt;b&amp;gt;SUNDOWNER good effect, repeat strike...&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_18 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, light casualties, a lot of action, any news on extraction? We're in the middle of a regimental HQ, there's some sort of radar 100 feet in front of us over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_19 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, glad to hear your voice, can't extract yet, too much AA... That may be the fire direction radar, can you mark it?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_20 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, roger, we'll try.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_21 || &amp;lt;b&amp;gt;COVEY, MUSKET 5, we are Winchester on ammo, off-station, will be back as soon as we're rearm.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_22 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, target marked, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_23 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, roger smoke seen, OK move echo towards the blue, we'll focus on that target now… get the team clear.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_24 || &amp;lt;b&amp;gt;COVEY, COLUMBIA radar is down. Tell HQ we need more air, and FAST.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_25 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, good work, move to your echo, we'll try and get you out near the blue.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_26 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, we can't get near it, heading for the river.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_27 || &amp;lt;b&amp;gt;COVEY, this is Eagle Claw 41. I'm done with your western targets, focussing on the river. Where's your team located?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_28 || &amp;lt;b&amp;gt;EAGLE CLAW, COVEY, Roger, Team is on the western shore awaiting extraction, see what you can do to help them.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_29 || &amp;lt;b&amp;gt;COVEY, Eagle Claw, roger. The AA is heavier up high, coming from the eastern side of the mountain, suggest getting the team over the river and extracting from right underneath their fire, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_30 || &amp;lt;b&amp;gt;EAGLE CLAW, COVEY, Roger, break. Columbia, can you guys get across the blue? How copy?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_31 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, FUCK! Well… we can try, just get us an extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_32 || &amp;lt;b&amp;gt;Columbia, COVEY, Roger, Break All callsigns keep suppressing those bastards so we can get the team across the blue.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_33 || &amp;lt;b&amp;gt;MINUTEMAN, you OK to extract, follow blue in from south, keep low, and pick up the team on the western bank, over&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_34 || &amp;lt;b&amp;gt;MINUTEMAN, do you copy? over&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_35 || &amp;lt;b&amp;gt;Covey, Roger this is MINUTEMAN 2, standing by, we'll get them out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_36 || &amp;lt;b&amp;gt;Minuteman 2? I heard you go down? How in hell...?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_37 || &amp;lt;b&amp;gt;Covey, Roger, we got picked up and grabbed a chase ship at Camp Eagle, no way we're gonna leave these guys here...&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_38 || &amp;lt;b&amp;gt;ABORT! ABORT! Minuteman they got another patrol boat down there...&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_39 || &amp;lt;b&amp;gt;COVEY, Eagle Claw, engaging boat… c'mon you fucker, get some!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_40 || &amp;lt;b&amp;gt;Hey Columbia, you comin or what?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_41 || &amp;lt;b&amp;gt;COLUMBIA, COVEY! How're you holding up?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_01 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, primary objectives complete. Moving to OP. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_02 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger. Any problems getting you out? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_03 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE, The way is clear, extract should be fine, NEPTUNE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_04 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, We’re hearing alarms, are you guys ok? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_05 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE, We had to go loud, still some tasks to deal with, will see what we can do here. NEPTUNE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_06 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, we’re at the OP now, there are several sites in view. We’re gonna see if we can do somethin’ about them. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_07 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, we’ll wait for your OK. MOONSHINE 5 out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_08 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, we’re back at the OP, secondary sites are set to blow. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_09 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, Strike package is close, keep eyes on, MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_10 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Strike package is inbound, get out of there now. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_11 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, Roger. We’re heading to the OP, there was no chance, so some AA is still active, I say again, some AA is still active. Neptune out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_12 || &amp;lt;b&amp;gt;MOONSHINE 5, this is SUNDOWNER 6, approaching your target. Are we cleared hot? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_13 || &amp;lt;b&amp;gt;SUNDOWNER 6, MOONSHINE 5, Copy, wait one, Break! NEPTUNE 6 Initiate! I say again Initiate! Break. SUNDOWNER 6, target should be illuminated. Cleared hot, MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_14 || &amp;lt;b&amp;gt;MOONSHINE 5, SUNDOWNER 6, Roger, engaging. SUNDOWNER out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_15 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, we’re at the OP, under fire, there’s a pilot bailed out real near us. We’re gonna try an get him. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_16 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, good luck, we’ll advise the Navy. MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_17 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, we have the pilot. His wizzo is KIA. We’re heading to the RV. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_18 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, we’ll see you at the RV. MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_19 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, the pilot is KIA. We’re under too much fire, moving to RV now. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_20 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, sorry to hear that, just try to reach the extract. MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_21 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, We see you approaching the RV, let’s get you on board and get out of here. MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_01 || &amp;lt;b&amp;gt;Heads up, killer! This is Lieutenant Bowra, callsign El Cid, I'll be advising you during your mission today. Our teams have succeeded in planting sabotaged ammo in the past – you should, too. But remember that no mission is routine.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any additional weapons you might need. It's the building next to the TOC. Don't forget to take mines!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_03 || &amp;lt;b&amp;gt;Your CAR-15 is fantastic for recon ops. Plan on carrying 20 mags and at least 10 grenades, plus mines, claymores and smokes. Your pointman needs a suppressed Swedish K for any chance contacts.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_04 || &amp;lt;b&amp;gt;These Chinese AK rounds contain PETN high explosive, with one or two packed in each 640-round &amp;quot;sardine can.&amp;quot; An NVA will load a sabotaged round and xin loi!… 'Sorry 'bout that!'&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_05 || &amp;lt;b&amp;gt;Our Vietnamese pilots, the Kingbees, these guys are the best in the business. No matter how bad things get , they will come and get ya. You had better bet Cowboy is ice cold in the middle of a shitstorm.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_06 || &amp;lt;b&amp;gt;Clandestine is your byword. To avoid being spotted during insertion, don't land near any visible enemy presence.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_07 || &amp;lt;b&amp;gt;Stay alert to LZ watchers who will report your landing. The enemy is gonna send trackers after you -- bushwhack 'em and continue your mission.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_08 || &amp;lt;b&amp;gt;Good choice. This LZ is pretty small - hell, the enemy might not even watch it. Once you hit the ground, move fast then hide for ten minutes and LISTEN.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_09 || &amp;lt;b&amp;gt;If there's negative enemy, give Covey a 'Team OK' so he can release the air assets from standby.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_10 || &amp;lt;b&amp;gt;Weather's fair – good-to-go for Tac-Air or an emergency extraction.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_11 || &amp;lt;b&amp;gt;TRACKER! His signal shots mean the NVA is on your ass. Plant some toe-poppers and evade –dog-leg back and forth to throw them off...&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_12 || &amp;lt;b&amp;gt;Sounds like your tracker found your mines. Well done. Now keep moving away from that sound!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_13 || &amp;lt;b&amp;gt;A high speed trail – the kind the bastards use to move ammo between cache sites. Shadow it north and you might find one.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_14 || &amp;lt;b&amp;gt;Sentries! Avoid contact or the mission will become a lot harder and you'll have to fight for your lives!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_15 || &amp;lt;b&amp;gt;Until the sentries are out of the way, get in a tight perimeter, face outwards like spokes in a wheel.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_16 || &amp;lt;b&amp;gt;Now's your chance. Plant the spiked ammo cans near the others and un-ass the area!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_17 || &amp;lt;b&amp;gt;That'll give someone a headache. Now let's get the team outta here before anyone wakes up.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_18 || &amp;lt;b&amp;gt;They're on to you! Remember your immediate action drills and break contact.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_19 || &amp;lt;b&amp;gt;Use Claymores and grenades to buy some distance, then run like fucking hell. Get your asses to an LZ.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_20 || &amp;lt;b&amp;gt;Extraction birds en route! Covey will pick your LZ. Get there fast! Must be a whole battalion in the area.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_21 || &amp;lt;b&amp;gt;You've reached the LZ. Take cover- hold the high ground! Call tac-air on these bastards!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_22 || &amp;lt;b&amp;gt;Ok! Kingbees are en route, but we gotta hold on! Keep the enemy off the LZ.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_23 || &amp;lt;b&amp;gt;Kingbee is here – Board it, FAST. One-Zero is last to board.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_24 || &amp;lt;b&amp;gt;This sit-down LZ beats flying out on a STABO rig – great if that's all you got, but that rig is one painful-ass way to fly.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_25 || &amp;lt;b&amp;gt;Welcome back. Head over to the Recon Club for a cold one and swap lessons learned with the other Spike Teams. They weren't sure you'd make it out of there. Job well done.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_01 || &amp;lt;b&amp;gt;This is El Cid, I'll be monitoring your mission today. Hatchet Forces deliver a real gut-punch to the NVA. We've been doing this since 65, but keep in mind, they will do whatever they can to wipe you out today. Go careful.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any weapons you might need. The building next to the T.O.C.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_03 || &amp;lt;b&amp;gt;The M60 or RPD shorty could come in handy today. Or an M79 thumper. Beaucoup targets on that highway. Bring plenty of claymores. Grab a few LAW launchers too.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_04 || &amp;lt;b&amp;gt;Head over to the flight line. Flying slicks today – low level insert under the cloud. Bring a bag – it could get messy!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_05 || &amp;lt;b&amp;gt;You can nail a lot of enemy hardware with these heavy weapons. Get 'em loaded on the slick.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_06 || &amp;lt;b&amp;gt;This cloud layer is thick. You're gonna be socked in - zero chance of Tac-Air and looks pretty dicey for emergency extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_07 || &amp;lt;b&amp;gt;Here it is - MSS Leghorn - sovereign American real estate in the heart of Laos. A home away from home.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_08 || &amp;lt;b&amp;gt;The enemy patrols the base of the mountain. You'll need to slip by them to set up mines on the road.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_09 || &amp;lt;b&amp;gt;Put half your guys near the road with claymores. Watch over them with the big guns from up here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_10 || &amp;lt;b&amp;gt;OK you're all set up. The show's about to get started. If the bastards go nuts you're gonna need to bug out fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_11 || &amp;lt;b&amp;gt;Here they come. Blow the claymores when they're right on 'em. Then whack 'em with the heavy stuff. They're not gonna know what hit them.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_12 || &amp;lt;b&amp;gt;Looks like they're buzzing. Get your team on the hill. Use the mortar and machine guns for cover.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_13 || &amp;lt;b&amp;gt;Nice work - you lit a fire under their asses! That's a lot of scrap metal! Enough for Chief SOG. You can either call in the slicks, or stick around for more fireworks.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_14 || &amp;lt;b&amp;gt;Well that was a close call! You guys sure knocked a dent in the enemy supply train. Nice clean ambush, you poured it on 'em, and bugged out in good time.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_15 || &amp;lt;b&amp;gt;Heads up! Hillsboro is reporting heavy enemy radio traffic. There's a lot of NVA converging on this area.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_16 || &amp;lt;b&amp;gt;Christ, one-zero, you sure got a lot of balls. Keep smacking their trucks. They are desperate to get through.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_17 || &amp;lt;b&amp;gt;OK one-zero, you can either call in the slicks, or stick around for more fireworks. Maybe you've done enough damage today?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_18 || &amp;lt;b&amp;gt;With no extraction from here, you'll have to bug the team out. Get off this mountain and break south. Watch out for NVA patrols. They're coming in force.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_19 || &amp;lt;b&amp;gt;There are NVA closing in from all sides, pick up the pace! They really have a bug up their ass!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_20 || &amp;lt;b&amp;gt;OK try and hold this LZ, the slicks are on their way.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_21 || &amp;lt;b&amp;gt;Well that was a really close call! You guys sure knocked a dent in the enemy supply train. Nice clean ambush, you shut down their road for half a day!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_22 || &amp;lt;b&amp;gt;Ballsy move! This Hatchet Force is really giving 'em hell. Keep hammering that road.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_23 || &amp;lt;b&amp;gt;The NVA have you almost surrounded, it's time to go.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_24 || &amp;lt;b&amp;gt;No deal today! They have this LZ boxed in with triple-A. Your best chance is to break south again. Smoke your back trail and di di mao!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_25 || &amp;lt;b&amp;gt;OK, there's not much time, the NVA are almost on you, there are hundreds of them! Keep running.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_26 || &amp;lt;b&amp;gt;A BLU-82! Toss smoke on your pos so COVEY doesn't drop it too near you. Stay clear until the bomb goes off, then get in fast! The slicks will be in right behind the blast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_27 || &amp;lt;b&amp;gt;Hold this LZ, the slicks are here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_28 || &amp;lt;b&amp;gt;Well that was too close for comfort! You guys sure knocked out the enemy supply train. Nice clean ambush, you shut down their road for a whole day! Chief SOG will have a cigar for you in Saigon. That BLU-82 was a blast!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_29 || &amp;lt;b&amp;gt;Welcome back. Head over to the Recon Club for a cold one on me. Make sure to swap lessons learned with the other Spike Teams. Good work one-zero, mission complete.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_01 || &amp;lt;b&amp;gt;This is Sergeant Meyer, callsign Tilt, I'll be advising you during this mission.  Every Spike team spends a week in every month standing Bright Light duty.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any weapons you need. It's the building next to the TOC. And make sure you have first aid kits.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_03 || &amp;lt;b&amp;gt;We have some new M16s with suppressors for this one.  A little heavier than your CAR15, but could be useful so you can get in quiet and avoid enemy detection.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_04 || &amp;lt;b&amp;gt;Time to head out to the flight line and wait for the call. If it's a good week, you'll get to cool your heels playing poker or even work on your tan.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_05 || &amp;lt;b&amp;gt;Ok this is it! Our guys are in trouble. Time to mount up. Today you're riding with US slick pilots Condor 22. They know the terrain and are used to flying into hot LZ's. Rest assured they will pull you out if you get into shit.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_06 || &amp;lt;b&amp;gt;Ok this is bad. I don't want to spook you, but the A Shau valley is a real shithole, crawling with hardcore NVA troops. Try to avoid contact down there or it could get pretty desperate.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_07 || &amp;lt;b&amp;gt;There's the crash site. It's right in Charlie's backyard, so land a bit further out and try to get there undetected. Those suppressors from Okinawa should help.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_08 || &amp;lt;b&amp;gt;Air assets are stacked up for you on this. Use them when you need them, but try and locate the crew first.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_09 || &amp;lt;b&amp;gt;You're doing great so far, everyone in the team sure appreciates that somebody will come and get them if they get stuck in the shit like this.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_10 || &amp;lt;b&amp;gt;OK here's the site, approach it carefully, check for enemy around the perimeter.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_11 || &amp;lt;b&amp;gt;Damn! looks like Charlie is on high alert the area is crawling with soldiers, deploy your team and take them down as quietly as possible, but watch out for friendlies.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_12 || &amp;lt;b&amp;gt;OK good job, now check for radios, codebooks and flight-plans. Look for any US or ARVN survivors or bodies. Do it quick.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_13 || &amp;lt;b&amp;gt;Bringing back this stuff is important, Charlie has been known to use our radios to listen in to our comms, or even set traps to lure in other helicopter crews.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_14 || &amp;lt;b&amp;gt;So, 3 bodies and 4 helmets. Looks like one of the guys is alive, but he may have been taken. Another team will extract the bodies, see if you can pick up on the trail for the missing pilot.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_15 || &amp;lt;b&amp;gt;A blood trail. This looks promising. See where it goes.This is where the fun starts, be ready...&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_16 || &amp;lt;b&amp;gt;A VC camp! The enemy has a huge network of small camps like this throughout the A Shau. It's one of the reasons we lost whole teams in here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_17 || &amp;lt;b&amp;gt;Sweep the camp, to see what you're up against. Then take everyone down fast, and find our guy.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_18 || &amp;lt;b&amp;gt;Hmm, No sign of the pilot yet. Have another look, this camp seems too small for the amount of troops here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_19 || &amp;lt;b&amp;gt;So Charlie has a cave! Better go easy, see who's home.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_20 || &amp;lt;b&amp;gt;Well well well... Charlie has been busy, a tunnel! This may be a much bigger operation than we realised. These rat holes can go on for miles, best get in there and try to find the pilot and get out fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_21 || &amp;lt;b&amp;gt;This is some creepy shit, Columbia. Beware booby traps. Charlie uses mines, spikes, murder-holes, even snakes, all kinds of horrible stuff.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_22 || &amp;lt;b&amp;gt;You found him! OK administer first aid fast and let's get the hell out of this shithole. Covey is sending in the Slicks now, let's di di.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_23 || &amp;lt;b&amp;gt;You lost the pilot! OK this is bad news, but keep your head and try to extract the team.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_24 || &amp;lt;b&amp;gt;Run to the Lima Zulu, Charlie knows something's up! There are patrols moving this way, coming fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_25 || &amp;lt;b&amp;gt;Covey will start pasting the area to your north. We have tac-air stacked up to 20,000 feet. They can't see much with this cloud, but Coveys doing a good job guiding them to their targets.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_26 || &amp;lt;b&amp;gt;OK here's the LZ, get yourselves spread out for defence, and get on board fast when the slicks hit the dirt. Charlie's gonna be moving in triple A.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_27 || &amp;lt;b&amp;gt;Jump on, let's go home.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_28 || &amp;lt;b&amp;gt;Welcome back Columbia. Head over to the mess and grab some chow for your team. Job well done.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_29 || &amp;lt;b&amp;gt;Welcome back Columbia. It's a shame we lost the pilot. Get some chow and a shower and head for debrief.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_01 || &amp;lt;b&amp;gt;This is Tilt, I'll be advising you during your mission today.  Capturing an enemy prisoner is risky and a lot of teams have failed. Chief SOG is offering 5 days R&amp;amp;R for this one. I'd recommend Taipei.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any additional weapons you may need. It's the building next to the TOC. Don't forget claymores and suppressors!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_03 || &amp;lt;b&amp;gt;A suppressed M3 will do for the road security. The rest of the team should go &amp;quot;loaded for elephant&amp;quot;.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_04 || &amp;lt;b&amp;gt;Use the claymore to blow the wheels off the truck and stun the driver. Place it side-on so it only takes out the tires. You don't want to harm the driver.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_05 || &amp;lt;b&amp;gt;Keep the prisoner away from the indigs, they may throw him out of the Kingbee. Remember these guys lost family to the communists. They wouldn't think twice seeing if he can fly.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_06 || &amp;lt;b&amp;gt;Avoid being spotted during insertion, don't land near any visible enemy presence.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_07 || &amp;lt;b&amp;gt;Stay alert to LZ watchers who will report your landing. As for trackers -- bushwhack 'em and continue your mission.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_08 || &amp;lt;b&amp;gt;This LZ is small and should work out. Once you hit the ground, move fast then hide and LISTEN.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_09 || &amp;lt;b&amp;gt;Send Covey a &amp;quot;Team OK&amp;quot; so he can release the air assets from standby.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_10 || &amp;lt;b&amp;gt;Weather's not too bad – good-to-go for your team's extraction.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_11 || &amp;lt;b&amp;gt;There are rumours of an NVA battalion in this area. Plant toe-poppers and dog-leg to avoid trackers. Now go find that road.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_12 || &amp;lt;b&amp;gt;OK well shit just got interesting, the NVA has a fucking triple-A site here! You must be really near to the battalion HQ! Back away from it and find the road. Damn, this could really fuck up the extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_13 || &amp;lt;b&amp;gt;OK here's your road – setup an observation post and monitor traffic and activity. Watch out for security patrols.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_14 || &amp;lt;b&amp;gt;Looks like Ho Chi Minh's planning a big party in the South. There's enough ordnance on those trucks to really ruin someone's day.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_15 || &amp;lt;b&amp;gt;OK move along the road north and see if you can find a good ambush spot. You'll be looking for a blind corner with good cover and easy egress.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_16 || &amp;lt;b&amp;gt;Security patrol! Avoid contact or the mission will fail and you'll have to fight your way out!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_17 || &amp;lt;b&amp;gt;This will do. Light's failing, find a suitable RON site for the team to camp til morning.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_18 || &amp;lt;b&amp;gt;OK one-zero, setup the team here in the briar thicket. Put out remote trigger claymores and sit tight til morning. No snoring!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_19 || &amp;lt;b&amp;gt;Shhh! Sau reports somethings coming! Wake everybody up... be really quiet.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_20 || &amp;lt;b&amp;gt;NVA! They haven't seen you, so stay totally quiet and still.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_21 || &amp;lt;b&amp;gt;Sau says they are from the triple-A site. They are worried that their security element hasn't showed up yet...&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_22 || &amp;lt;b&amp;gt;OK, track them to their site, and check it out. Go easy one zero. If there's any risk of compromise, back off. Grab your claymores and hustle.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_23 || &amp;lt;b&amp;gt;OK here's the plan: Take these fuckers down fast, wipe out the gun teams and then head for the road.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_24 || &amp;lt;b&amp;gt;Set up a claymore facing across the road. Remember you only want to take out the tires!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_25 || &amp;lt;b&amp;gt;Don't try to bite off too much here. Leave it 'til a solo truck comes along.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_26 || &amp;lt;b&amp;gt;Good work! Now hogtie the poor commie bastard and stick him with a syrette.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_27 || &amp;lt;b&amp;gt;You'll be glad you hit that triple-A now, head west fast, this shits about to go south.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_28 || &amp;lt;b&amp;gt;The Kingbees are coming! Covey will pick your LZ. Get there fast! The noise will have woken up that battalion!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_29 || &amp;lt;b&amp;gt;Here's the LZ. Take cover - hold this high ground! Call tac-air on the treeline!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_30 || &amp;lt;b&amp;gt;Kingbees are on the way, hold on! Keep the enemy off the LZ.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_31 || &amp;lt;b&amp;gt;Shit! The prisoner got zapped. OK never mind, keep laying it down you still gotta get home!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_32 || &amp;lt;b&amp;gt;Kingbee's here – get the team on board, fast!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_33 || &amp;lt;b&amp;gt;Well, you lost that commie, but the team made it out. Job done, shame about the Taipei gig. Maybe next time.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_34 || &amp;lt;b&amp;gt;Kingbee's here – load the prisoner first, and get the fuck outta this place.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_35 || &amp;lt;b&amp;gt;You made it! So many teams failed to get these kids back to camp. Even cut them off the strings when they put up a fight. You boys are off to Taipei, courtesy of Chief SOG!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_36 || &amp;lt;b&amp;gt;Welcome back. Maybe skip the Recon Club and pack your shit, the bird is leaving for Da Nang. Best keep your head down or you may get sent out on a Bright Light before you make it outta the FOB. Well done One-zero!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_01 || &amp;lt;b&amp;gt;This is El Cid, I'll be advising you during this mission. Wiretaps are straightforward, so long as you don't get spotted.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any additional weapons you may need. It's the building next to the TOC. Don't forget suppressors and your wiretap kit!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_03 || &amp;lt;b&amp;gt;A suppressed Sten will do for any trail security. Useful for snatching a prisoner if the opportunity arises.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_04 || &amp;lt;b&amp;gt;We use the 414 wiretap kit to intercept enemy commo by connecting it to a landline and recording the chatter. Place it carefully so it doesn't get spotted.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_05 || &amp;lt;b&amp;gt;Your interpreter Sau will monitor the commo while it's recording. Remember you need to call in the code word when it's hooked up.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_06 || &amp;lt;b&amp;gt;This looks like a suitable LZ. It's remote but within reach of the trail area to the Northeast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_07 || &amp;lt;b&amp;gt;Neutralise any LZ watchers or trail watchers who get in the team's way. Use toe-poppers to fix any trackers. They step over a log and it's Xin loi!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_08 || &amp;lt;b&amp;gt;Time to send Covey the 'Team OK'. Plant toe-poppers and dog-leg to avoid the trackers. Now go find a trail.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_09 || &amp;lt;b&amp;gt;You'll be here overnight, so keep an eye open for a remote, defendable RON site.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_10 || &amp;lt;b&amp;gt;The briefing let us know there's beaucoup enemy here, expect trails packed with troops and couriers.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_11 || &amp;lt;b&amp;gt;OK here's your trail – setup near the land line and monitor activity. Watch out for security patrols.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_12 || &amp;lt;b&amp;gt;It wraps to the left, so it's definitely NVA wire. Your 414 kit can monitor 25 miles of voice traffic, so you should get something useful here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_13 || &amp;lt;b&amp;gt;Sau dug a small hole for the ground return, and caked the cable in mud. Now he'll monitor the commo and dub any important notes direct to the tape. Let's hope the passing troops don't notice it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_14 || &amp;lt;b&amp;gt;Heads down! This trail sure is busy today. If anyone spots the cable, zap him with your suppressor and hide the body and blood fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_15 || &amp;lt;b&amp;gt;Oh shit, OK wipe them out silently.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_16 || &amp;lt;b&amp;gt;Well done, you kept it quiet, now stash the bodies and bikes fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_17 || &amp;lt;b&amp;gt;Good job, more meat for the wildlife.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_18 || &amp;lt;b&amp;gt;I guess this cable is too easy to spot, grab the kit and have the Team move out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_19 || &amp;lt;b&amp;gt;Ok, fuck it… time to go, grab the recorder and clear the area before the NVA show up in force!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_20 || &amp;lt;b&amp;gt;This will do for a RON. Plenty of cover and concealment - time to get comfortable til morning. Don't forget to set out claymores.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_21 || &amp;lt;b&amp;gt;Sau says there was chatter about a Trung Ta nearby. That's a light colonel. Might be worth seeing if you can grab him, if his camp is not too well guarded. Maybe check it out at first light.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_22 || &amp;lt;b&amp;gt;Shhh! something's coming! That ain't a monkey. Easy does it... Just another night in Prairie Fire.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_23 || &amp;lt;b&amp;gt;Time to check in with Moonbeam.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_24 || &amp;lt;b&amp;gt;OK time to wake everyone up and break squelch with Covey. He's gotta be up there somewhere.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_25 || &amp;lt;b&amp;gt;Those NVA last night were heading north, track them to their camp and check it out. This is awfully risky, but might be worth it. If there's any risk of compromise, back off and extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_26 || &amp;lt;b&amp;gt;Looks like the Colonels in that billet. Well it's your call one-zero. If you think the team can take the camp down then go for it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_27 || &amp;lt;b&amp;gt;OK, that's them all down - your team sure has the right moves for recon work. Grab that Trung Ta and any intel and get out of here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_28 || &amp;lt;b&amp;gt;Well you nailed them, but the Colonel didn't make it and there's more NVA coming, you need to leave. Grab whatever intel you can find.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_29 || &amp;lt;b&amp;gt;Shit they have you surrounded. Hole up and pray Covey can work his magic. The team's in real trouble here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_30 || &amp;lt;b&amp;gt;This is getting real bad, you'll need to fight your way through them and break south.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_31 || &amp;lt;b&amp;gt;The Gnats are on their way! Covey has picked the best LZ. Get there fast! Sounds like a whole damn regiment is on its way!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_32 || &amp;lt;b&amp;gt;Here's the LZ… Whaaat the fuck? What is this place? Take cover and hold out til the extraction birds get here! Call tac-air on that treeline!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_33 || &amp;lt;b&amp;gt;Woo boy! Look at that! The Cobras are sure doing some damage. Gnats are on the way, hold on! Keep the enemy back.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_34 || &amp;lt;b&amp;gt;Ok the Gnats are here... Time to di di!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_35 || &amp;lt;b&amp;gt;HQ is gonna love this recording. Shame you didn't bag that light colonel. That's a weeks R&amp;amp;R down the pan. Let's hope there's some useful intel on the tape.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_36 || &amp;lt;b&amp;gt;Load the colonel on board and extract. It's getting too hot down here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_37 || &amp;lt;b&amp;gt;Well done one zero, the NVA are sure gonna be sore you bagged a Colonel. You'll get a week in Tokyo at least!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_38 || &amp;lt;b&amp;gt;Welcome back. Drop the gear off at the TOC and then hit the showers and the recon bar. Don't forget to get your indigs some chow.  They sure saved your ass back there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_01 || &amp;lt;b&amp;gt;This is Staff Sgt. Jim Shorten, callsign &amp;quot;Wild Carrot&amp;quot;, I'll be advising you for this mission. Oscar 8 is a motherfucker target. You must have pissed off the S3 real bad to get assigned this one.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw your weapons. Don't forget explosives.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_03 || &amp;lt;b&amp;gt;Breaching charges and satchels will be handy to sabotage any trucks you find before bugging out of the target.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_04 || &amp;lt;b&amp;gt;The 176th are flying you in today, the Minutemen are solid operators. For air support you've been assigned the Muskets gunships and the marines' Eagle Claw cobras... this much heat will be necessary to get you out of that hole.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_05 || &amp;lt;b&amp;gt;This is the LZ Covey ID'd for you this mornin. Looks OK I guess. Let's hope the Arclight got most of 'em.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_06 || &amp;lt;b&amp;gt;Send Covey the &amp;quot;Team OK&amp;quot; only when you're sure it's safe. Now let's see what the air force hit.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_07 || &amp;lt;b&amp;gt;Holy shit, the Minutemen just got taken out! Now you're in trouble. Fight your way off this open area, dig in and call Tac-Air! This is gonna be a shit-show!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_08 || &amp;lt;b&amp;gt;Get the team into cover one-zero, do it now!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_09 || &amp;lt;b&amp;gt;They have tanks to the west, and it's too open. You're gonna have to fight east through their camp. You must have landed right in the regimental HQ of the 559th. OK one-zero, let's keep the team together and fight hard, maybe in the confusion you can make it to a safe extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_10 || &amp;lt;b&amp;gt;Take out these bunkers while they're still dazed from the Arclight!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_11 || &amp;lt;b&amp;gt;Ok, with all the craziness going on, nobody seems to know you're here… Use the opportunity to ditch those explosives, take out the ammo and fuel stores here, and bug out. It may distract the NVA from finding you. Don't hang around here longer than 5 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_12 || &amp;lt;b&amp;gt;That'll keep them busy putting out fires, and they may confuse the cooking off ammo for a firefight. Keep moving south-east, gotta find a safe extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_13 || &amp;lt;b&amp;gt;Damn it! We're losing a lot of good men today. Just keep the team moving, they won't leave you here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_14 || &amp;lt;b&amp;gt;Looks like a truck park, if you've still got any explosives, set charges and keep moving, give it max... 5 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_15 || &amp;lt;b&amp;gt;OK that P12 radar truck is fucking up your extraction, either take it out or mark it for air.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_16 || &amp;lt;b&amp;gt;Well done taking care of the radar. Now how about we knock out that HQ hootch? Could be General Giap himself in there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_17 || &amp;lt;b&amp;gt;Ha! Well you sure FUCKED them up!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_18 || &amp;lt;b&amp;gt;OK one-zero, it's time to get out of here, get the team to the river.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_19 || &amp;lt;b&amp;gt;Ok, fuck it… time to get wet, either swim it, or grab a boat before the NVA realise where you are. The marine cobras will keep their heads down! Get it done!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_20 || &amp;lt;b&amp;gt;OK, you made it across, good job, now get your asses to the LZ and hold the bastards off til the extraction birds get there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_21 || &amp;lt;b&amp;gt;MINUTEMAN 2 is inbound! This is a good LZ Keep the bastards off it! Call tac-air on the western shore!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_22 || &amp;lt;b&amp;gt;Oh boy! Look at that! The NVA navy just got a gift from Uncle Sam. Ok MINUTEMAN is here... Time to di di!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_23 || &amp;lt;b&amp;gt;Fuckin' Oscar Eight man. That damned target. We lost so many good pilots today, but at least you guys kicked the shit out of the NVA down there. HQ should nuke that fucking target.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_24 || &amp;lt;b&amp;gt;Welcome back. Grab a bite to eat and get back on the ship, we need every team on Bright Light. It's gonna be a long night...&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_25 || &amp;lt;b&amp;gt;Well done taking care of the radar.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_26 || &amp;lt;b&amp;gt;Now how about we knock out that HQ hootch? Could be General Giap himself in there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_07_radiohint_13 || &amp;lt;b&amp;gt;A high speed trail – the kind the bastards use to move ammo between cache sites. Shadow it and you might find one.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_01 || &amp;lt;b&amp;gt;Welcome to Temporary Duty man. You ain't mad, I'm Staff Sergeant Jim Shorten, the S-1 asked me to show you around. I'll be like a voice in your head 'til you get your shit squared away.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_02 || &amp;lt;b&amp;gt;This shit-hole is Pleiku. Try not to breathe in the dust or you'll be coughing all night.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_03 || &amp;lt;b&amp;gt;Jump in the quarter-ton - we'll head out to the range. It's on the other side of the flight-line.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_04 || &amp;lt;b&amp;gt;It gets kinda busy here, Pleiku is a launch site for all kinds of ops.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_05 || &amp;lt;b&amp;gt;I did my first tour here in the Navy down at Da Nang, then I volunteered for airborne just like you.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_06 || &amp;lt;b&amp;gt;Hey if you get a free night in Saigon, check out the Kitty Bar. They got a chick there by the name of Yen, tell her Jimi sent ya.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_07 || &amp;lt;b&amp;gt;OK here's the range, help yourself to whatever... shoot to the East so you don't hit anything important.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_08 || &amp;lt;b&amp;gt;Armed Forces Vietnam radio - the music is sweet but the ads suck. That button-snatcher dude needs to get fragged.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_10 || &amp;lt;b&amp;gt;Ok time to go, the slick will take you on up to Quan Loi. You'll be able to get in some real practice up there... it gets hot, especially at night.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_11 || &amp;lt;b&amp;gt;Don't forget to use earplugs in the huey. It'll keep you sane.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_12 || &amp;lt;b&amp;gt;Well here it is, Quan Loi Base Camp. It's near an old rubber plantation, though not much of that is left. They don't call it Rocket City for nothin'!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_13 || &amp;lt;b&amp;gt;And here it is! Right on time! Charlie has some mortars out there. Report to the command bunker and keep your head down. Don't wanna catch any shrapnel.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_14 || &amp;lt;b&amp;gt;Well the captain is happy to have you here on TDY, he said to take a patrol out and familiarise yourself with the neighborhood. See if you can find those fuckin mortars.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_15 || &amp;lt;b&amp;gt;Watch out for traps out here, Charlie likes to leave tripwires and them punji stakes. Ugh, they give me the creeps, the VC rub their shit on 'em to give 'em extra flavor! Fuckin animals.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_16 || &amp;lt;b&amp;gt;Lower your weapon, it makes you move better and you won't look so much like a freaked out cherry!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_17 || &amp;lt;b&amp;gt;Ok, easy does it, use your walk key to go slowly, it will reduce your noise... and crouch or crawl to be less visible. Out here, noise discipline is key to survival. Only cherries run.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_18 || &amp;lt;b&amp;gt;Good shootin'! If you still got any C4 plant it on the tube. If we had more time I'd show ya how to use gasoline to sabotage one of these. Charlie doesn't know a thing until he goes to drop a round in and blows himself and his buddies to pieces… hehehe&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_19 || &amp;lt;b&amp;gt;That's one team that won't be fuckin with us tonight. Good job.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_20 || &amp;lt;b&amp;gt;Wow, what happened to those guys? Looks like their ammo malfunctioned. Dumb bastards.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_21 || &amp;lt;b&amp;gt;Another mortar team taken out. Good job.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_22 || &amp;lt;b&amp;gt;Ok it's time to head back... you do not wanna get stuck out here after dark. Easy does it going back into camp. Make sure you don't get shot up by Yards thinking you're a VC.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_23 || &amp;lt;b&amp;gt;Your team is needed at the radio relay! They just killed a sapper in the wire.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_24 || &amp;lt;b&amp;gt;Ok watch the wire to the south, that's where they shot the VC.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_25 || &amp;lt;b&amp;gt;Remember your drills! When near a wall or bunker or laying down, you can rest your weapon and hold your breath to stabilise it.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_26 || &amp;lt;b&amp;gt;Nail them sonsabitches before they can blow up your wire.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_27 || &amp;lt;b&amp;gt;The captain said they think there's sappers bypassing this hill and creeping up to the main camp. Check your north.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_28 || &amp;lt;b&amp;gt;Ok time to call up some support. Use your radio action to get some lumes on the perimeter, then call HE on any fuckin' sappers dumb enough to go for the camp.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_29 || &amp;lt;b&amp;gt;Ok you'd better get back to the camp, there's reports of a lot of enemy further out, it's gonna be busy tonight. Take the quarter-ton.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_30 || &amp;lt;b&amp;gt;VC! Take them out and keep driving! Get to the camp!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_31 || &amp;lt;b&amp;gt;The VC are comin! Get to a bunker and find a machine gun!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_32 || &amp;lt;b&amp;gt;Pick your shots, use small bursts! Don't let the flash blind you.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_33 || &amp;lt;b&amp;gt;Aim just below their muzzle-flashes. Use tracers to adjust your shots.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_34 || &amp;lt;b&amp;gt;Use grenades if you hear 'em gettin' close. Remember to check which type you've got!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_35 || &amp;lt;b&amp;gt;Here come the cavalry! These guys will dig you out of the shit so many times on your tour. If you see them back at Pleiku always buy them a beer.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_36 || &amp;lt;b&amp;gt;Well you did real good for your first time. You might wanna ditch this TDY and sign on for a special unit I just joined myself.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_37 || &amp;lt;b&amp;gt;One of my old navy buddies is down at the pier, he'll take you to Da Nang. When you get there ask for FOB4, it's right on China Beach, tell them Wild Carrot sent ya! If I see you in the recon bar, I'll buy you a Savage!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_02 | vn_sp_02_v_radiohint_02 || &amp;lt;b&amp;gt;Hey little brother it's me Dung. You are not crazy, I'm still training in the north, but today, like a dream, I will stand beside you and teach you something OK?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_03 | vn_sp_02_v_radiohint_03 || &amp;lt;b&amp;gt;New village of Kiem Tra has grown brother. Ba would be proud of you defending it when the foreign soldiers come.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_04 | vn_sp_02_v_radiohint_04 || &amp;lt;b&amp;gt;The local forces have received new weapons from the north last night. You can walk down to the river and practice shooting.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_05 | vn_sp_02_v_radiohint_05 || &amp;lt;b&amp;gt;Many bad things happened in the old village when the French came. They took Ba away. It is good that big sister is far away in Saigon now. Only you can defend home village.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_06 | vn_sp_02_v_radiohint_06 || &amp;lt;b&amp;gt;OK here are the weapons from the north, try shooting them across river so you don't hit Tiens buffalo.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_07 | vn_sp_02_v_radiohint_07 || &amp;lt;b&amp;gt;After you finish your practice, you can answer the radio.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_08 | vn_sp_02_v_radiohint_08 || &amp;lt;b&amp;gt;The 22-millimeter rifle grenade is expensive. You can fire frag, flares, and smoke grenades and even use a special HEAT grenade against tanks. But the grenades are old, don't risk your life on them.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_09 | vn_sp_02_v_radiohint_09 || &amp;lt;b&amp;gt;It is a great honour to be allowed to operate these machine guns. You can kill many enemies with them. But, little brother, always remember to fire in short bursts.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_10 | vn_sp_02_v_radiohint_10 || &amp;lt;b&amp;gt;The Chinese rifle is very good, never breaks, lasts a long time. Make sure you clean it often.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_11 | vn_sp_02_v_radiohint_11 || &amp;lt;b&amp;gt;This equipment is very rare, you must be careful. You can see enemies very far away. Only specially trained militia can use it. You must learn how to rest the weapon on the ground and when to hold your breath.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_12 | vn_sp_02_v_radiohint_12 || &amp;lt;b&amp;gt;The SKS rifle is accurate and some can fire grenades. It has a bayonet for stabbing enemies, and an optic for specially trained men.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_13 | vn_sp_02_v_radiohint_13 || &amp;lt;b&amp;gt;Keep a pistol nearby at all times brother. It can save your life when soldiers find you.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_14 | vn_sp_02_v_radiohint_14 || &amp;lt;b&amp;gt;Ba used this for hunting ducks. It is crazy to use in battle, but if you have nothing else, it is still good enough to kill enemies! You can cut off the barrel but that annoy the ghost of Ba.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_15 | vn_sp_02_v_radiohint_15 || &amp;lt;b&amp;gt;The carbine is American, it came from the Japan war. It's old but reliable and not very heavy. Good for a young soldier.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_16 | vn_sp_02_v_radiohint_16 || &amp;lt;b&amp;gt;This is an automatic machinegun... it shoots very fast, kills lot of enemies brother. There are others in the box like this one.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_17 | vn_sp_02_v_radiohint_17 || &amp;lt;b&amp;gt;When you go to fight, always carry many grenades… frags and smoke. If you're really lucky you can get anti-tank grenades. It kills enemy tank easily.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_18 | vn_sp_02_v_radiohint_18 || &amp;lt;b&amp;gt;We have two types of rocket. Old B40 and new B41. Both can kill an enemy tank, but better for helicopter or enemy patrol ambush. Carry a special pack of rockets for it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_19 | vn_sp_02_v_radiohint_19 || &amp;lt;b&amp;gt;It is good you learned to make booby-traps for enemy soldiers. Keep them away from village. Make traps with food cans and grenades or with bamboo spikes, and hurt enemy soldiers so they will give up.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_20 | vn_sp_02_v_radiohint_20 || &amp;lt;b&amp;gt;These big guns from north are for defending camp. Try them all. The fifty-one is best, to kill helicopters when they come.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_21 | vn_sp_02_v_radiohint_21 || &amp;lt;b&amp;gt;We use 60 and 82 millimetre Chinese mortars for attacking the American camp. They fire HE, smoke and even flares to light up the area. You can use a special artillery map for fire-missions, or the optic if you can see the enemy close.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_22 | vn_sp_02_v_radiohint_22 || &amp;lt;b&amp;gt;Ok little brother, practice over, go back to the village.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_23 | vn_sp_02_v_radiohint_23 || &amp;lt;b&amp;gt;Oh no! When helicopters come like that it means soldiers soon come. Hurry back to the village!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_24 | vn_sp_02_v_radiohint_24 || &amp;lt;b&amp;gt;You must take traps from the cache, so they are not found, put them by the old village so the enemy soldiers walk on them! You must hurry!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_25 | vn_sp_02_v_radiohint_25 || &amp;lt;b&amp;gt;Quickly before the soldiers come, set traps all around this place. Make them pay!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_26 | vn_sp_02_v_radiohint_26 || &amp;lt;b&amp;gt;Good, now go hide in the forest and wait for the enemy. When they come you ambush them in open fields.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_27 | vn_sp_02_v_radiohint_27 || &amp;lt;b&amp;gt;You can see whole area from here. This is a good place little brother. Let the soldiers come... when they stand in the field, you shoot them.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_28 | vn_sp_02_v_radiohint_28 || &amp;lt;b&amp;gt;Be patient, and stay hidden brother. Wait til for the right time to fire.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_29 | vn_sp_02_v_radiohint_29 || &amp;lt;b&amp;gt;Ok, now shoot! Get as many as you can before they see you.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_30 | vn_sp_02_v_radiohint_30 || &amp;lt;b&amp;gt;It's time for Hoang to go. Run to the others in the camp, so the enemies follow you. Then they will not cause problems in the village.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_31 | vn_sp_02_v_radiohint_31 || &amp;lt;b&amp;gt;Run now brother, if helicopters come, you will die here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_32 | vn_sp_02_v_radiohint_32 || &amp;lt;b&amp;gt;There are bunkers here to protect you. Use heavy weapons to shoot the enemies who come.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_33 | vn_sp_02_v_radiohint_33 || &amp;lt;b&amp;gt;Shoot all enemies with the machine guns, make them pay for coming here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_34 | vn_sp_02_v_radiohint_34 || &amp;lt;b&amp;gt;Quick, shoot at the helicopter! Stop him shooting the camp!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_35 | vn_sp_02_v_radiohint_35 || &amp;lt;b&amp;gt;Well done brother! You will get a special medal for that in the north. Now you must go. Lots of enemies coming now. Go to the west, there is a secret place there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_36 | vn_sp_02_v_radiohint_36 || &amp;lt;b&amp;gt;Keep running Hoang, don't die here. Go quickly!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_37 | vn_sp_02_v_radiohint_37 || &amp;lt;b&amp;gt;OK, this is a tunnel for the special VC forces. You go inside now, quickly before soldiers come.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_38 | vn_sp_02_v_radiohint_38 || &amp;lt;b&amp;gt;Go deep inside the tunnel brother, it goes for miles, you be safe now.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_39 | vn_sp_02_v_radiohint_39 || &amp;lt;b&amp;gt;The village is all gone now, no reason to stay, come to the north and help the army! We will come back and fight together... throw foreign soldiers out of our homeland!&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Export function ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
private _cfgSounds = configFile &amp;gt;&amp;gt; &amp;quot;CfgSounds&amp;quot;;&lt;br /&gt;
private _cfgRadio = configFile &amp;gt;&amp;gt; &amp;quot;CfgRadio&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
private _fnc_getData = {&lt;br /&gt;
	params [&amp;quot;_config&amp;quot;, &amp;quot;_formatClass&amp;quot;, &amp;quot;_formatText&amp;quot;];&lt;br /&gt;
	private _data = [];&lt;br /&gt;
	&lt;br /&gt;
	for &amp;quot;_mission&amp;quot; from 1 to 20 do {&lt;br /&gt;
		private _missionStr = if (_mission &amp;lt; 10) then {format [&amp;quot;0%1&amp;quot;, _mission]} else {str _mission};&lt;br /&gt;
	&lt;br /&gt;
		for &amp;quot;_dialog&amp;quot; from 1 to 100 do {&lt;br /&gt;
			private _dialogStr = if (_dialog &amp;lt; 10) then {format [&amp;quot;0%1&amp;quot;, _dialog]} else {str _dialog};&lt;br /&gt;
		&lt;br /&gt;
			private _class = format [_formatClass, _missionStr, _dialogStr, &amp;quot;e&amp;quot;];&lt;br /&gt;
			private _string = format [_formatText, _missionStr, _dialogStr];&lt;br /&gt;
			if (!isLocalized _string || {!isClass (_config &amp;gt;&amp;gt; _class)}) exitWith {&lt;br /&gt;
				diag_log [_class, isClass (_config &amp;gt;&amp;gt; _class), _string, isLocalized _string];&lt;br /&gt;
			};&lt;br /&gt;
			&lt;br /&gt;
			private _classViet = format [_formatClass, _missionStr, _dialogStr, &amp;quot;v&amp;quot;];&lt;br /&gt;
			if (_classViet != _class) then {&lt;br /&gt;
				_class = _class + &amp;quot; | &amp;quot; + _classViet;&lt;br /&gt;
			};&lt;br /&gt;
			&lt;br /&gt;
			_data pushBack [_class, localize _string];&lt;br /&gt;
		};&lt;br /&gt;
	};&lt;br /&gt;
	&lt;br /&gt;
	_data // return&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
private _fnc_buildTable = {&lt;br /&gt;
	private _tableText = &amp;quot;{| class=&amp;quot;&amp;quot;wikitable sortable&amp;quot;&amp;quot;&lt;br /&gt;
	|-&lt;br /&gt;
	! Config !! Class !! Text&amp;quot; + endl;&lt;br /&gt;
&lt;br /&gt;
	{&lt;br /&gt;
		private _config = configName _cfgRadio;&lt;br /&gt;
		_x params [&amp;quot;_class&amp;quot;, &amp;quot;_text&amp;quot;];&lt;br /&gt;
		_tableText = _tableText + &amp;quot;|-&amp;quot; + endl + &amp;quot;| &amp;quot; + &amp;quot;[&amp;quot; + &amp;quot;https://community.bistudio.com/wiki/&amp;quot; + _config +&amp;quot; &amp;quot; + _config + &amp;quot;]&amp;quot; + &amp;quot; || &amp;quot; + _class + &amp;quot; || &amp;quot; + &amp;quot;&amp;lt;b&amp;gt;&amp;quot; + _text + &amp;quot;&amp;lt;/b&amp;gt;&amp;quot; + endl;&lt;br /&gt;
	} forEach radioData; &lt;br /&gt;
&lt;br /&gt;
	{&lt;br /&gt;
		private _config = configName _cfgSounds;&lt;br /&gt;
		_x params [&amp;quot;_class&amp;quot;, &amp;quot;_text&amp;quot;];&lt;br /&gt;
		_tableText = _tableText + &amp;quot;|-&amp;quot; + endl + &amp;quot;| &amp;quot; + &amp;quot;[&amp;quot; + &amp;quot;https://community.bistudio.com/wiki/&amp;quot; + _config +&amp;quot; &amp;quot; + _config + &amp;quot;]&amp;quot; + &amp;quot; || &amp;quot; + _class + &amp;quot; || &amp;quot; + &amp;quot;&amp;lt;b&amp;gt;&amp;quot; + _text + &amp;quot;&amp;lt;/b&amp;gt;&amp;quot; + endl;&lt;br /&gt;
	} forEach soundsData; &lt;br /&gt;
&lt;br /&gt;
	(_tableText + endl + &amp;quot;|}&amp;quot;) // return&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
radioData = [];&lt;br /&gt;
soundsData = [];&lt;br /&gt;
&lt;br /&gt;
// 1.0 coop&lt;br /&gt;
radioData append ([_cfgRadio, &amp;quot;vn_radiocom_coop_%1_%2&amp;quot;, &amp;quot;STR_VN_RCOMMS_CO%1_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
soundsData append  ([_cfgSounds, &amp;quot;vn_coop_%1_radiohint_%2&amp;quot;, &amp;quot;STR_VN_HINTS_CO%1_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
&lt;br /&gt;
// 1.2 coop&lt;br /&gt;
radioData append ([_cfgRadio, &amp;quot;vn_radiocom_coop_%1_e01_%2&amp;quot;, &amp;quot;STR_VN_RCOMMS_CO%1_E01_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
&lt;br /&gt;
// 1.0 sp&lt;br /&gt;
soundsData append ([_cfgSounds, &amp;quot;vn_sp_%1_radiohint_%2&amp;quot;, &amp;quot;STR_VN_RCOMMS_SP%1_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
soundsData append ([_cfgSounds, &amp;quot;vn_sp_%1_%3_radiohint_%2&amp;quot;, &amp;quot;STR_VN_RCOMMS_SP%1_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
&lt;br /&gt;
private _table = ([] call _fnc_buildTable);&lt;br /&gt;
// copyToClipboard _table; // causes encoding issues&lt;br /&gt;
text _table // return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Main_Page&amp;diff=11642</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Main_Page&amp;diff=11642"/>
		<updated>2022-11-09T00:09:27Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ __NOEDITSECTION__&amp;lt;!-- Hide page title &amp;quot;Main Page&amp;quot; --&amp;gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px)&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{Banner|Welcome to the {{vn}} Wiki}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: auto; width: 80%&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; width: 33.33%&amp;quot; |&lt;br /&gt;
== Content ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Assets|Assets]]&lt;br /&gt;
* [[:Category:Functions|Functions]]&lt;br /&gt;
* [[:Category:Modules|Modules]]&lt;br /&gt;
* [[Dialogs_and_Radio_Comms|Dialogs and Radio Comms]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top; width: 33.33%&amp;quot; |&lt;br /&gt;
== Wiki ==&lt;br /&gt;
&lt;br /&gt;
* [[Special:Categories|Categories]]&lt;br /&gt;
* [[:Category:Templates|Templates]]&lt;br /&gt;
* [[Special:AllPages|All Pages]]&lt;br /&gt;
* [[Special:ListFiles|All Files]]&lt;br /&gt;
* [[Special:RecentChanges|Last Edits]]&lt;br /&gt;
* [[:Category:TODO|To-Do]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Dialogs_and_Radio_Comms&amp;diff=11640</id>
		<title>Dialogs and Radio Comms</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Dialogs_and_Radio_Comms&amp;diff=11640"/>
		<updated>2022-11-09T00:08:41Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: Veteran29 moved page Campaign Dialogs to Dialogs and Radio Comms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Dialogs list ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
    |-&lt;br /&gt;
    ! Config !! Class !! Text&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_01 || &amp;lt;b&amp;gt;LZ spotted, standby for insertion.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_02 || &amp;lt;b&amp;gt;COVEY, Spike Team COLUMBIA. All clear.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_03 || &amp;lt;b&amp;gt;COLUMBIA this is COVEY, Roger, Good hunting. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_04 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, We need extraction. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_05 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, head south. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_06 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Prairie Fire! Prairie Fire! They're comin' for us... HOW COPY?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_07 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Wait out. All callsigns this is COVEY 46 declaring a Prairie Fire Emergency. COLUMBIA head to the Lima Zulu, We'll walk nape down your back trail. Good luck!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_08 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, They're on top of us! Give me 20 mike mike, rockets and nape all along our front, or we're never gonna make it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_09 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Air is coming in hot... Just keep your heads down and keep on shooting, the Kingbees will be there in 2 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_10 || &amp;lt;b&amp;gt;Hello! COLUMBIA do you guys need a ride home?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_11 || &amp;lt;b&amp;gt;KINGBEE, I'm gonna kiss you when we land you sweet mother fucker&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_12 || &amp;lt;b&amp;gt;Ha ha Du ma! Crazy trung-si! You dinky-dau! Maybe I shoot you if you try to kiss me! You go kill beaucoup VC for me OK?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_01 || &amp;lt;b&amp;gt;COLUMBIA this is MINUTEMAN 45, we'll be inserting you today. We're standing by at the flight-line. S-4 left you some presents here boys.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_02 || &amp;lt;b&amp;gt;LZ in sight, 2 mikes, lock n load&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_03 || &amp;lt;b&amp;gt;COLUMBIA, this is COVEY, Trucks destroyed. Well done! However, there are more coming. You can stay and destroy more trucks or request extraction now.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_04 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, roger, slicks inbound, three mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_05 || &amp;lt;b&amp;gt;Hi COLUMBIA you guys ready to go home?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_06 || &amp;lt;b&amp;gt;Hi MINUTEMAN, yeah we're sure glad to see you. Beers are on us at the recon club tonight.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_07 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, you got a problem! Hillsboro reports enemy triple A surrounding the site. No extraction possible. Bug out of there on foot.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_08 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Roger, heading South. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_09 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, No Tac-Air today, you'll have to run as far south as you can get.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_10 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, They're on top of us. Where are the Slicks?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_11 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, slicks will be there in 2 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_12 || &amp;lt;b&amp;gt;Hi MINUTEMAN, yeah we're sure glad you made it in here. Beers are on us at the recon club tonight.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_13 || &amp;lt;b&amp;gt;COLUMBIA, this is COVEY, we got a problem. You're boxed in. The Slicks can't make it in there. Break south. I say again!. Break south. No extraction.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_14 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Any sign of Lima Zulu? Can't see anywhere down here. Got voices all around us. Situation is critical. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_15 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, OK it's a long-shot. Hillsboro has detoured a Commando Vault package. Mark your location with smoke NOW.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_16 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, OK I see it, heading to the target.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_17 || &amp;lt;b&amp;gt;Geez, COLUMBIA you guys sure know how to throw a party. Just look at the place!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_01 || &amp;lt;b&amp;gt;Bright Light emergency! A Kingbee has gone down, crashed in the trees. Let's get the team on board. It's showtime boys!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_02 || &amp;lt;b&amp;gt;There's the crash site. We'll set you down here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_03 || &amp;lt;b&amp;gt;COVEY this is Spike Team COLUMBIA. Moving out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_04 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger that, Good hunting. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_05 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Crash site secure.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_06 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, what's the sitrep on the package? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_07 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Package 1 secure, 3 KIA to pick up. Package 2 is probably nearby, moving to locate. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_08 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, RT Raleigh will extract the KIAs, I have a lot of air standing by for you. Just say the word. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_09 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, We're onto Package 2. Going underground for a time. Will be off-comms. If we don't come out, order an Arc-Light on this grid.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_10 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, I have your grid. Let's hope it doesn't come to that. I need to check in with another team but I will be back when you need me. Good luck down there. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_11 || &amp;lt;b&amp;gt;COLUMB…, …VEY…hurry… large enemy for….overrun…say again…&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_12 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, We're out. We have Package 2, one pilot. Give me a Lima Zulu. I say again, Package two is secured. Requesting Lima Zulu, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_13 || &amp;lt;b&amp;gt;COLUMBIA COVEY Good to hear from you again, you need to move your team out. There are enemy forces converging from the north, east and west&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_14 || &amp;lt;b&amp;gt;All callsigns this is COVEY 46 declaring a Prairie Fire Emergency. Voodoo callsigns begin your runs. Start dropping your ordnance to the November of the marked site.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_15 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, They're onto us! Requesting snakes and nape all along our back trail to our November echo, repeat to our November echo. We need it now!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_16 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, We're hammering your back trail. There's a thousand of them sons of bitches... Keep your heads down... CONDOR is on the way. Will be there in 2 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_17 || &amp;lt;b&amp;gt;Hey COLUMBIA let's get going, beaucoup VC will be on us soon.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_18 || &amp;lt;b&amp;gt;CONDOR, I'm sure glad to see you. Get us outta this hell-hole.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_19 || &amp;lt;b&amp;gt;Damn you sure stirred up an ants nest down here. At least Covey will get a good body count! …… That's a real good thing you done for our Vietnamese crews. They believe if the body is left behind and not buried in their homeland, the soul will forever wander the jungles in pain and suffering.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_01 || &amp;lt;b&amp;gt;LZ spotted, standby for insertion.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_02 || &amp;lt;b&amp;gt;COVEY this is Spike Team COLUMBIA. All clear.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_03 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger. Watch out for some triple-A in your target. We just took hits from your Echo. Good hunting. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_04 || &amp;lt;b&amp;gt;COVEY this is Spike Team COLUMBIA. Team at RON site. Beware confirmed triple-A site to our Sierra. See you on the flipside.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_05 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, sleep tight, check in with Moonbeam later.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_06 || &amp;lt;b&amp;gt;MOONBEAM this is Spike Team COLUMBIA. Team at RON site. NVA very close, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_07 || &amp;lt;b&amp;gt;COLUMBIA, this is MOONBEAM. Roger, we'll monitor your signal. If you need help we can bring up a SPECTRE, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_08 || &amp;lt;b&amp;gt;MOONBEAM, Roger thanks. Let's see how it plays out. COLUMBIA out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_09 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, How you guys going down there? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_10 || &amp;lt;b&amp;gt;COVEY this is COLUMBIA. Heading for the road, tracking triple-A team, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_11 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger. We'll be on station for your snatch today. Kingbees will be orbiting. COVEY out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_12 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Prairie Fire! Prairie Fire! We need extraction NOW! Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_13 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Wait out. All callsigns this is COVEY 59 declaring a Prairie Fire Emergency. COLUMBIA head to the Lima Zulu and I'll start wasting your back trail.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_14 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, They're close to us! Give me rockets and nape to the trees to ECHO. I say again splash our ECHO.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_15 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Air is coming in hot... Keep shooting, the Kingbees will be there in 2 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_16 || &amp;lt;b&amp;gt;Hi COLUMBIA did you guys run into trouble here?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_17 || &amp;lt;b&amp;gt;KINGBEE, we're getting on now. Thanks for the pickup.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_18 || &amp;lt;b&amp;gt;Ok team, stop eyeing up our prize. It ain't happening! This is our ticket to a whole bunch of Taipei pussy.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_01 || &amp;lt;b&amp;gt;There's your LZ, looks quiet down there, you good?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_02 || &amp;lt;b&amp;gt;COVEY, this is Spike Team COLUMBIA. All clear.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_03 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger. It looks busy down there to the November and Echo, I'll bring the air back as soon as you need it. Covey out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_04 || &amp;lt;b&amp;gt;HILLSBORO, COLUMBIA. Pattern Gold, I say again, Pattern Gold.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_05 || &amp;lt;b&amp;gt;COLUMBIA, HILLSBORO, receiving you 3 by 5. Roger. Pattern Gold acknowledged.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_06 || &amp;lt;b&amp;gt;COVEY, COLUMBIA. Team at RON site, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_07 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Moonbeam will check in with you tonight.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_08 || &amp;lt;b&amp;gt;MOONBEAM, this is Spike Team COLUMBIA, how copy? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_09 || &amp;lt;b&amp;gt;COLUMBIA, this is MOONBEAM. Good copy. We're on station, weather's turning patchy. Stay safe. Moonbeam out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_10 || &amp;lt;b&amp;gt;COLUMBIA, this is COVEY 6, Covey 6 calling ST Columbia, how do you read, over?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_11 || &amp;lt;b&amp;gt;COVEY, this is Spike Team COLUMBIA, Good morning! All good here. We're on the move, but will need you soon, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_12 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Weathers patchy. We have a fair bit of air scheduled. Be here when you need it, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_13 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Prairie Fire! Prairie Fire! Need extraction... need tac-air... over&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_14 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Break. All callsigns this is COVEY 6 calling a Prairie Fire Emergency.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_15 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, they're all around us! Give me rockets in the trees to our NOVEMBER and ECHO. I say again NOVEMBER and ECHO.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_16 || &amp;lt;b&amp;gt;COVEY, this is HARE LEAD 5, we got a pink team here to mix it up a little. Where do you want it?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_17 || &amp;lt;b&amp;gt;HARE LEAD, COVEY, Roger, Glad to have you. Spike Team is to your Sierra. Light up everything to November of the willie pete. With this weather you're all we've got. Break. COLUMBIA, COVEY, continue heading Sierra, how copy?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_18 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, sorry there was too much ordnance going on. Good copy! Moving Sierra, out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_19 || &amp;lt;b&amp;gt;COVEY, HARE LEAD 5, what else do ya need? We have nails and HE.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_20 || &amp;lt;b&amp;gt;HARE LEAD, COVEY, Roger, Keep working the trees to the November of the lemon smoke, there's plenty more of them bastards down there.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_21 || &amp;lt;b&amp;gt;OK COVEY, where are you taking us? This ride's getting hot.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_22 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, LZ is one click Sierra, wide open, but the pink teams got you covered. You'll know it when you see it... Keep moving, the Gnats will be there in 5 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_23 || &amp;lt;b&amp;gt;COVEY, we have a BICYCLE. Tell HQ it might get us more air.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_24 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, confirm a living BICYCLE?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_25 || &amp;lt;b&amp;gt;COVEY, that's a Roger. Now get us out of here.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_26 || &amp;lt;b&amp;gt;COLUMBIA, GNAT 7 here, come to fly you guys home.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_27 || &amp;lt;b&amp;gt;GNAT, We're ready to go, get in here.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_28 || &amp;lt;b&amp;gt;Hey is that guy a General?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_29 || &amp;lt;b&amp;gt;Negative he's a colonel, and boy does he look pissed.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_01 || &amp;lt;b&amp;gt;There's your LZ, like landing on the moon!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_02 || &amp;lt;b&amp;gt;Mayday Mayday! We're going down! Heavy enemy AA...&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_03 || &amp;lt;b&amp;gt;This is COVEY 5 calling a Prairie Fire emergency. 2 Ships are down, no survivors. Bring in everything we got. Chase ships stand-by, BREAK, COLUMBIA, I'm sorry, the AA is too heavy for extraction.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_04 || &amp;lt;b&amp;gt;COVEY, Columbia, roger, get us help now!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_05 || &amp;lt;b&amp;gt;This is COVEY 5… seein' tanks… PT76s... comin' from... Whisky of Oscar Eight... need fast movers and gunships. Taking fire... heavy AA…. Team in trouble….&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_06 || &amp;lt;b&amp;gt;MUSKET 5 commencing run, holy shit this is hot... Yee Ha.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_07 || &amp;lt;b&amp;gt;MUSKET 5, EAGLE CLAW 41, we're right on your six, going for the boats.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_08 || &amp;lt;b&amp;gt;COVEY 5 this is VOODOO 6, strike package on station, 1 mike out, where do you want it?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_09 || &amp;lt;b&amp;gt;VOODOO 6, COVEY, roger, tanks in the open to the Whiskey of the road, marked with willie pete, how copy?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_10 || &amp;lt;b&amp;gt;VOODOO 6, smoke seen, rolling in.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_11 || &amp;lt;b&amp;gt;VOODOO 6, COVEY, good effect! You really knocked them dead&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_12 || &amp;lt;b&amp;gt;Mayday mayday, VOODOO 5 is hit!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_13 || &amp;lt;b&amp;gt;VOODOO 5 is down… his wing exploded… no parachutes… they're gone.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_14 || &amp;lt;b&amp;gt;SUNDOWNER strike package on station, whaddya need?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_15 || &amp;lt;b&amp;gt;SUNDOWNER 6, COVEY, good timing, give me nape all along the ridge line to the echo of the river.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_16 || &amp;lt;b&amp;gt;SUNDOWNER 6 roger, commencing run.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_17 || &amp;lt;b&amp;gt;SUNDOWNER good effect, repeat strike...&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_18 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, light casualties, a lot of action, any news on extraction? We're in the middle of a regimental HQ, there's some sort of radar 100 feet in front of us over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_19 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, glad to hear your voice, can't extract yet, too much AA... That may be the fire direction radar, can you mark it?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_20 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, roger, we'll try.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_21 || &amp;lt;b&amp;gt;COVEY, MUSKET 5, we are Winchester on ammo, off-station, will be back as soon as we're rearm.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_22 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, target marked, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_23 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, roger smoke seen, OK move echo towards the blue, we'll focus on that target now… get the team clear.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_24 || &amp;lt;b&amp;gt;COVEY, COLUMBIA radar is down. Tell HQ we need more air, and FAST.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_25 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, good work, move to your echo, we'll try and get you out near the blue.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_26 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, we can't get near it, heading for the river.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_27 || &amp;lt;b&amp;gt;COVEY, this is Eagle Claw 41. I'm done with your western targets, focussing on the river. Where's your team located?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_28 || &amp;lt;b&amp;gt;EAGLE CLAW, COVEY, Roger, Team is on the western shore awaiting extraction, see what you can do to help them.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_29 || &amp;lt;b&amp;gt;COVEY, Eagle Claw, roger. The AA is heavier up high, coming from the eastern side of the mountain, suggest getting the team over the river and extracting from right underneath their fire, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_30 || &amp;lt;b&amp;gt;EAGLE CLAW, COVEY, Roger, break. Columbia, can you guys get across the blue? How copy?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_31 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, FUCK! Well… we can try, just get us an extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_32 || &amp;lt;b&amp;gt;Columbia, COVEY, Roger, Break All callsigns keep suppressing those bastards so we can get the team across the blue.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_33 || &amp;lt;b&amp;gt;MINUTEMAN, you OK to extract, follow blue in from south, keep low, and pick up the team on the western bank, over&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_34 || &amp;lt;b&amp;gt;MINUTEMAN, do you copy? over&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_35 || &amp;lt;b&amp;gt;Covey, Roger this is MINUTEMAN 2, standing by, we'll get them out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_36 || &amp;lt;b&amp;gt;Minuteman 2? I heard you go down? How in hell...?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_37 || &amp;lt;b&amp;gt;Covey, Roger, we got picked up and grabbed a chase ship at Camp Eagle, no way we're gonna leave these guys here...&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_38 || &amp;lt;b&amp;gt;ABORT! ABORT! Minuteman they got another patrol boat down there...&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_39 || &amp;lt;b&amp;gt;COVEY, Eagle Claw, engaging boat… c'mon you fucker, get some!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_40 || &amp;lt;b&amp;gt;Hey Columbia, you comin or what?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_41 || &amp;lt;b&amp;gt;COLUMBIA, COVEY! How're you holding up?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_01 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, primary objectives complete. Moving to OP. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_02 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger. Any problems getting you out? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_03 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE, The way is clear, extract should be fine, NEPTUNE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_04 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, We’re hearing alarms, are you guys ok? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_05 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE, We had to go loud, still some tasks to deal with, will see what we can do here. NEPTUNE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_06 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, we’re at the OP now, there are several sites in view. We’re gonna see if we can do somethin’ about them. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_07 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, we’ll wait for your OK. MOONSHINE 5 out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_08 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, we’re back at the OP, secondary sites are set to blow. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_09 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, Strike package is close, keep eyes on, MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_10 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Strike package is inbound, get out of there now. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_11 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, Roger. We’re heading to the OP, there was no chance, so some AA is still active, I say again, some AA is still active. Neptune out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_12 || &amp;lt;b&amp;gt;MOONSHINE 5, this is SUNDOWNER 6, approaching your target. Are we cleared hot? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_13 || &amp;lt;b&amp;gt;SUNDOWNER 6, MOONSHINE 5, Copy, wait one, Break! NEPTUNE 6 Initiate! I say again Initiate! Break. SUNDOWNER 6, target should be illuminated. Cleared hot, MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_14 || &amp;lt;b&amp;gt;MOONSHINE 5, SUNDOWNER 6, Roger, engaging. SUNDOWNER out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_15 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, we’re at the OP, under fire, there’s a pilot bailed out real near us. We’re gonna try an get him. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_16 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, good luck, we’ll advise the Navy. MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_17 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, we have the pilot. His wizzo is KIA. We’re heading to the RV. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_18 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, we’ll see you at the RV. MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_19 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, the pilot is KIA. We’re under too much fire, moving to RV now. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_20 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, sorry to hear that, just try to reach the extract. MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_21 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, We see you approaching the RV, let’s get you on board and get out of here. MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_01 || &amp;lt;b&amp;gt;Heads up, killer! This is Lieutenant Bowra, callsign El Cid, I'll be advising you during your mission today. Our teams have succeeded in planting sabotaged ammo in the past – you should, too. But remember that no mission is routine.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any additional weapons you might need. It's the building next to the TOC. Don't forget to take mines!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_03 || &amp;lt;b&amp;gt;Your CAR-15 is fantastic for recon ops. Plan on carrying 20 mags and at least 10 grenades, plus mines, claymores and smokes. Your pointman needs a suppressed Swedish K for any chance contacts.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_04 || &amp;lt;b&amp;gt;These Chinese AK rounds contain PETN high explosive, with one or two packed in each 640-round &amp;quot;sardine can.&amp;quot; An NVA will load a sabotaged round and xin loi!… 'Sorry 'bout that!'&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_05 || &amp;lt;b&amp;gt;Our Vietnamese pilots, the Kingbees, these guys are the best in the business. No matter how bad things get , they will come and get ya. You had better bet Cowboy is ice cold in the middle of a shitstorm.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_06 || &amp;lt;b&amp;gt;Clandestine is your byword. To avoid being spotted during insertion, don't land near any visible enemy presence.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_07 || &amp;lt;b&amp;gt;Stay alert to LZ watchers who will report your landing. The enemy is gonna send trackers after you -- bushwhack 'em and continue your mission.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_08 || &amp;lt;b&amp;gt;Good choice. This LZ is pretty small - hell, the enemy might not even watch it. Once you hit the ground, move fast then hide for ten minutes and LISTEN.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_09 || &amp;lt;b&amp;gt;If there's negative enemy, give Covey a 'Team OK' so he can release the air assets from standby.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_10 || &amp;lt;b&amp;gt;Weather's fair – good-to-go for Tac-Air or an emergency extraction.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_11 || &amp;lt;b&amp;gt;TRACKER! His signal shots mean the NVA is on your ass. Plant some toe-poppers and evade –dog-leg back and forth to throw them off...&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_12 || &amp;lt;b&amp;gt;Sounds like your tracker found your mines. Well done. Now keep moving away from that sound!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_13 || &amp;lt;b&amp;gt;A high speed trail – the kind the bastards use to move ammo between cache sites. Shadow it north and you might find one.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_14 || &amp;lt;b&amp;gt;Sentries! Avoid contact or the mission will become a lot harder and you'll have to fight for your lives!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_15 || &amp;lt;b&amp;gt;Until the sentries are out of the way, get in a tight perimeter, face outwards like spokes in a wheel.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_16 || &amp;lt;b&amp;gt;Now's your chance. Plant the spiked ammo cans near the others and un-ass the area!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_17 || &amp;lt;b&amp;gt;That'll give someone a headache. Now let's get the team outta here before anyone wakes up.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_18 || &amp;lt;b&amp;gt;They're on to you! Remember your immediate action drills and break contact.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_19 || &amp;lt;b&amp;gt;Use Claymores and grenades to buy some distance, then run like fucking hell. Get your asses to an LZ.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_20 || &amp;lt;b&amp;gt;Extraction birds en route! Covey will pick your LZ. Get there fast! Must be a whole battalion in the area.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_21 || &amp;lt;b&amp;gt;You've reached the LZ. Take cover- hold the high ground! Call tac-air on these bastards!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_22 || &amp;lt;b&amp;gt;Ok! Kingbees are en route, but we gotta hold on! Keep the enemy off the LZ.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_23 || &amp;lt;b&amp;gt;Kingbee is here – Board it, FAST. One-Zero is last to board.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_24 || &amp;lt;b&amp;gt;This sit-down LZ beats flying out on a STABO rig – great if that's all you got, but that rig is one painful-ass way to fly.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_25 || &amp;lt;b&amp;gt;Welcome back. Head over to the Recon Club for a cold one and swap lessons learned with the other Spike Teams. They weren't sure you'd make it out of there. Job well done.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_01 || &amp;lt;b&amp;gt;This is El Cid, I'll be monitoring your mission today. Hatchet Forces deliver a real gut-punch to the NVA. We've been doing this since 65, but keep in mind, they will do whatever they can to wipe you out today. Go careful.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any weapons you might need. The building next to the T.O.C.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_03 || &amp;lt;b&amp;gt;The M60 or RPD shorty could come in handy today. Or an M79 thumper. Beaucoup targets on that highway. Bring plenty of claymores. Grab a few LAW launchers too.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_04 || &amp;lt;b&amp;gt;Head over to the flight line. Flying slicks today – low level insert under the cloud. Bring a bag – it could get messy!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_05 || &amp;lt;b&amp;gt;You can nail a lot of enemy hardware with these heavy weapons. Get 'em loaded on the slick.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_06 || &amp;lt;b&amp;gt;This cloud layer is thick. You're gonna be socked in - zero chance of Tac-Air and looks pretty dicey for emergency extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_07 || &amp;lt;b&amp;gt;Here it is - MSS Leghorn - sovereign American real estate in the heart of Laos. A home away from home.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_08 || &amp;lt;b&amp;gt;The enemy patrols the base of the mountain. You'll need to slip by them to set up mines on the road.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_09 || &amp;lt;b&amp;gt;Put half your guys near the road with claymores. Watch over them with the big guns from up here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_10 || &amp;lt;b&amp;gt;OK you're all set up. The show's about to get started. If the bastards go nuts you're gonna need to bug out fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_11 || &amp;lt;b&amp;gt;Here they come. Blow the claymores when they're right on 'em. Then whack 'em with the heavy stuff. They're not gonna know what hit them.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_12 || &amp;lt;b&amp;gt;Looks like they're buzzing. Get your team on the hill. Use the mortar and machine guns for cover.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_13 || &amp;lt;b&amp;gt;Nice work - you lit a fire under their asses! That's a lot of scrap metal! Enough for Chief SOG. You can either call in the slicks, or stick around for more fireworks.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_14 || &amp;lt;b&amp;gt;Well that was a close call! You guys sure knocked a dent in the enemy supply train. Nice clean ambush, you poured it on 'em, and bugged out in good time.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_15 || &amp;lt;b&amp;gt;Heads up! Hillsboro is reporting heavy enemy radio traffic. There's a lot of NVA converging on this area.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_16 || &amp;lt;b&amp;gt;Christ, one-zero, you sure got a lot of balls. Keep smacking their trucks. They are desperate to get through.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_17 || &amp;lt;b&amp;gt;OK one-zero, you can either call in the slicks, or stick around for more fireworks. Maybe you've done enough damage today?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_18 || &amp;lt;b&amp;gt;With no extraction from here, you'll have to bug the team out. Get off this mountain and break south. Watch out for NVA patrols. They're coming in force.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_19 || &amp;lt;b&amp;gt;There are NVA closing in from all sides, pick up the pace! They really have a bug up their ass!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_20 || &amp;lt;b&amp;gt;OK try and hold this LZ, the slicks are on their way.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_21 || &amp;lt;b&amp;gt;Well that was a really close call! You guys sure knocked a dent in the enemy supply train. Nice clean ambush, you shut down their road for half a day!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_22 || &amp;lt;b&amp;gt;Ballsy move! This Hatchet Force is really giving 'em hell. Keep hammering that road.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_23 || &amp;lt;b&amp;gt;The NVA have you almost surrounded, it's time to go.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_24 || &amp;lt;b&amp;gt;No deal today! They have this LZ boxed in with triple-A. Your best chance is to break south again. Smoke your back trail and di di mao!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_25 || &amp;lt;b&amp;gt;OK, there's not much time, the NVA are almost on you, there are hundreds of them! Keep running.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_26 || &amp;lt;b&amp;gt;A BLU-82! Toss smoke on your pos so COVEY doesn't drop it too near you. Stay clear until the bomb goes off, then get in fast! The slicks will be in right behind the blast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_27 || &amp;lt;b&amp;gt;Hold this LZ, the slicks are here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_28 || &amp;lt;b&amp;gt;Well that was too close for comfort! You guys sure knocked out the enemy supply train. Nice clean ambush, you shut down their road for a whole day! Chief SOG will have a cigar for you in Saigon. That BLU-82 was a blast!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_29 || &amp;lt;b&amp;gt;Welcome back. Head over to the Recon Club for a cold one on me. Make sure to swap lessons learned with the other Spike Teams. Good work one-zero, mission complete.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_01 || &amp;lt;b&amp;gt;This is Sergeant Meyer, callsign Tilt, I'll be advising you during this mission.  Every Spike team spends a week in every month standing Bright Light duty.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any weapons you need. It's the building next to the TOC. And make sure you have first aid kits.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_03 || &amp;lt;b&amp;gt;We have some new M16s with suppressors for this one.  A little heavier than your CAR15, but could be useful so you can get in quiet and avoid enemy detection.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_04 || &amp;lt;b&amp;gt;Time to head out to the flight line and wait for the call. If it's a good week, you'll get to cool your heels playing poker or even work on your tan.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_05 || &amp;lt;b&amp;gt;Ok this is it! Our guys are in trouble. Time to mount up. Today you're riding with US slick pilots Condor 22. They know the terrain and are used to flying into hot LZ's. Rest assured they will pull you out if you get into shit.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_06 || &amp;lt;b&amp;gt;Ok this is bad. I don't want to spook you, but the A Shau valley is a real shithole, crawling with hardcore NVA troops. Try to avoid contact down there or it could get pretty desperate.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_07 || &amp;lt;b&amp;gt;There's the crash site. It's right in Charlie's backyard, so land a bit further out and try to get there undetected. Those suppressors from Okinawa should help.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_08 || &amp;lt;b&amp;gt;Air assets are stacked up for you on this. Use them when you need them, but try and locate the crew first.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_09 || &amp;lt;b&amp;gt;You're doing great so far, everyone in the team sure appreciates that somebody will come and get them if they get stuck in the shit like this.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_10 || &amp;lt;b&amp;gt;OK here's the site, approach it carefully, check for enemy around the perimeter.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_11 || &amp;lt;b&amp;gt;Damn! looks like Charlie is on high alert the area is crawling with soldiers, deploy your team and take them down as quietly as possible, but watch out for friendlies.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_12 || &amp;lt;b&amp;gt;OK good job, now check for radios, codebooks and flight-plans. Look for any US or ARVN survivors or bodies. Do it quick.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_13 || &amp;lt;b&amp;gt;Bringing back this stuff is important, Charlie has been known to use our radios to listen in to our comms, or even set traps to lure in other helicopter crews.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_14 || &amp;lt;b&amp;gt;So, 3 bodies and 4 helmets. Looks like one of the guys is alive, but he may have been taken. Another team will extract the bodies, see if you can pick up on the trail for the missing pilot.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_15 || &amp;lt;b&amp;gt;A blood trail. This looks promising. See where it goes.This is where the fun starts, be ready...&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_16 || &amp;lt;b&amp;gt;A VC camp! The enemy has a huge network of small camps like this throughout the A Shau. It's one of the reasons we lost whole teams in here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_17 || &amp;lt;b&amp;gt;Sweep the camp, to see what you're up against. Then take everyone down fast, and find our guy.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_18 || &amp;lt;b&amp;gt;Hmm, No sign of the pilot yet. Have another look, this camp seems too small for the amount of troops here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_19 || &amp;lt;b&amp;gt;So Charlie has a cave! Better go easy, see who's home.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_20 || &amp;lt;b&amp;gt;Well well well... Charlie has been busy, a tunnel! This may be a much bigger operation than we realised. These rat holes can go on for miles, best get in there and try to find the pilot and get out fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_21 || &amp;lt;b&amp;gt;This is some creepy shit, Columbia. Beware booby traps. Charlie uses mines, spikes, murder-holes, even snakes, all kinds of horrible stuff.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_22 || &amp;lt;b&amp;gt;You found him! OK administer first aid fast and let's get the hell out of this shithole. Covey is sending in the Slicks now, let's di di.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_23 || &amp;lt;b&amp;gt;You lost the pilot! OK this is bad news, but keep your head and try to extract the team.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_24 || &amp;lt;b&amp;gt;Run to the Lima Zulu, Charlie knows something's up! There are patrols moving this way, coming fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_25 || &amp;lt;b&amp;gt;Covey will start pasting the area to your north. We have tac-air stacked up to 20,000 feet. They can't see much with this cloud, but Coveys doing a good job guiding them to their targets.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_26 || &amp;lt;b&amp;gt;OK here's the LZ, get yourselves spread out for defence, and get on board fast when the slicks hit the dirt. Charlie's gonna be moving in triple A.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_27 || &amp;lt;b&amp;gt;Jump on, let's go home.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_28 || &amp;lt;b&amp;gt;Welcome back Columbia. Head over to the mess and grab some chow for your team. Job well done.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_29 || &amp;lt;b&amp;gt;Welcome back Columbia. It's a shame we lost the pilot. Get some chow and a shower and head for debrief.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_01 || &amp;lt;b&amp;gt;This is Tilt, I'll be advising you during your mission today.  Capturing an enemy prisoner is risky and a lot of teams have failed. Chief SOG is offering 5 days R&amp;amp;R for this one. I'd recommend Taipei.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any additional weapons you may need. It's the building next to the TOC. Don't forget claymores and suppressors!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_03 || &amp;lt;b&amp;gt;A suppressed M3 will do for the road security. The rest of the team should go &amp;quot;loaded for elephant&amp;quot;.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_04 || &amp;lt;b&amp;gt;Use the claymore to blow the wheels off the truck and stun the driver. Place it side-on so it only takes out the tires. You don't want to harm the driver.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_05 || &amp;lt;b&amp;gt;Keep the prisoner away from the indigs, they may throw him out of the Kingbee. Remember these guys lost family to the communists. They wouldn't think twice seeing if he can fly.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_06 || &amp;lt;b&amp;gt;Avoid being spotted during insertion, don't land near any visible enemy presence.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_07 || &amp;lt;b&amp;gt;Stay alert to LZ watchers who will report your landing. As for trackers -- bushwhack 'em and continue your mission.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_08 || &amp;lt;b&amp;gt;This LZ is small and should work out. Once you hit the ground, move fast then hide and LISTEN.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_09 || &amp;lt;b&amp;gt;Send Covey a &amp;quot;Team OK&amp;quot; so he can release the air assets from standby.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_10 || &amp;lt;b&amp;gt;Weather's not too bad – good-to-go for your team's extraction.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_11 || &amp;lt;b&amp;gt;There are rumours of an NVA battalion in this area. Plant toe-poppers and dog-leg to avoid trackers. Now go find that road.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_12 || &amp;lt;b&amp;gt;OK well shit just got interesting, the NVA has a fucking triple-A site here! You must be really near to the battalion HQ! Back away from it and find the road. Damn, this could really fuck up the extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_13 || &amp;lt;b&amp;gt;OK here's your road – setup an observation post and monitor traffic and activity. Watch out for security patrols.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_14 || &amp;lt;b&amp;gt;Looks like Ho Chi Minh's planning a big party in the South. There's enough ordnance on those trucks to really ruin someone's day.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_15 || &amp;lt;b&amp;gt;OK move along the road north and see if you can find a good ambush spot. You'll be looking for a blind corner with good cover and easy egress.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_16 || &amp;lt;b&amp;gt;Security patrol! Avoid contact or the mission will fail and you'll have to fight your way out!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_17 || &amp;lt;b&amp;gt;This will do. Light's failing, find a suitable RON site for the team to camp til morning.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_18 || &amp;lt;b&amp;gt;OK one-zero, setup the team here in the briar thicket. Put out remote trigger claymores and sit tight til morning. No snoring!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_19 || &amp;lt;b&amp;gt;Shhh! Sau reports somethings coming! Wake everybody up... be really quiet.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_20 || &amp;lt;b&amp;gt;NVA! They haven't seen you, so stay totally quiet and still.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_21 || &amp;lt;b&amp;gt;Sau says they are from the triple-A site. They are worried that their security element hasn't showed up yet...&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_22 || &amp;lt;b&amp;gt;OK, track them to their site, and check it out. Go easy one zero. If there's any risk of compromise, back off. Grab your claymores and hustle.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_23 || &amp;lt;b&amp;gt;OK here's the plan: Take these fuckers down fast, wipe out the gun teams and then head for the road.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_24 || &amp;lt;b&amp;gt;Set up a claymore facing across the road. Remember you only want to take out the tires!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_25 || &amp;lt;b&amp;gt;Don't try to bite off too much here. Leave it 'til a solo truck comes along.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_26 || &amp;lt;b&amp;gt;Good work! Now hogtie the poor commie bastard and stick him with a syrette.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_27 || &amp;lt;b&amp;gt;You'll be glad you hit that triple-A now, head west fast, this shits about to go south.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_28 || &amp;lt;b&amp;gt;The Kingbees are coming! Covey will pick your LZ. Get there fast! The noise will have woken up that battalion!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_29 || &amp;lt;b&amp;gt;Here's the LZ. Take cover - hold this high ground! Call tac-air on the treeline!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_30 || &amp;lt;b&amp;gt;Kingbees are on the way, hold on! Keep the enemy off the LZ.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_31 || &amp;lt;b&amp;gt;Shit! The prisoner got zapped. OK never mind, keep laying it down you still gotta get home!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_32 || &amp;lt;b&amp;gt;Kingbee's here – get the team on board, fast!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_33 || &amp;lt;b&amp;gt;Well, you lost that commie, but the team made it out. Job done, shame about the Taipei gig. Maybe next time.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_34 || &amp;lt;b&amp;gt;Kingbee's here – load the prisoner first, and get the fuck outta this place.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_35 || &amp;lt;b&amp;gt;You made it! So many teams failed to get these kids back to camp. Even cut them off the strings when they put up a fight. You boys are off to Taipei, courtesy of Chief SOG!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_36 || &amp;lt;b&amp;gt;Welcome back. Maybe skip the Recon Club and pack your shit, the bird is leaving for Da Nang. Best keep your head down or you may get sent out on a Bright Light before you make it outta the FOB. Well done One-zero!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_01 || &amp;lt;b&amp;gt;This is El Cid, I'll be advising you during this mission. Wiretaps are straightforward, so long as you don't get spotted.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any additional weapons you may need. It's the building next to the TOC. Don't forget suppressors and your wiretap kit!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_03 || &amp;lt;b&amp;gt;A suppressed Sten will do for any trail security. Useful for snatching a prisoner if the opportunity arises.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_04 || &amp;lt;b&amp;gt;We use the 414 wiretap kit to intercept enemy commo by connecting it to a landline and recording the chatter. Place it carefully so it doesn't get spotted.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_05 || &amp;lt;b&amp;gt;Your interpreter Sau will monitor the commo while it's recording. Remember you need to call in the code word when it's hooked up.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_06 || &amp;lt;b&amp;gt;This looks like a suitable LZ. It's remote but within reach of the trail area to the Northeast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_07 || &amp;lt;b&amp;gt;Neutralise any LZ watchers or trail watchers who get in the team's way. Use toe-poppers to fix any trackers. They step over a log and it's Xin loi!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_08 || &amp;lt;b&amp;gt;Time to send Covey the 'Team OK'. Plant toe-poppers and dog-leg to avoid the trackers. Now go find a trail.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_09 || &amp;lt;b&amp;gt;You'll be here overnight, so keep an eye open for a remote, defendable RON site.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_10 || &amp;lt;b&amp;gt;The briefing let us know there's beaucoup enemy here, expect trails packed with troops and couriers.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_11 || &amp;lt;b&amp;gt;OK here's your trail – setup near the land line and monitor activity. Watch out for security patrols.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_12 || &amp;lt;b&amp;gt;It wraps to the left, so it's definitely NVA wire. Your 414 kit can monitor 25 miles of voice traffic, so you should get something useful here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_13 || &amp;lt;b&amp;gt;Sau dug a small hole for the ground return, and caked the cable in mud. Now he'll monitor the commo and dub any important notes direct to the tape. Let's hope the passing troops don't notice it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_14 || &amp;lt;b&amp;gt;Heads down! This trail sure is busy today. If anyone spots the cable, zap him with your suppressor and hide the body and blood fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_15 || &amp;lt;b&amp;gt;Oh shit, OK wipe them out silently.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_16 || &amp;lt;b&amp;gt;Well done, you kept it quiet, now stash the bodies and bikes fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_17 || &amp;lt;b&amp;gt;Good job, more meat for the wildlife.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_18 || &amp;lt;b&amp;gt;I guess this cable is too easy to spot, grab the kit and have the Team move out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_19 || &amp;lt;b&amp;gt;Ok, fuck it… time to go, grab the recorder and clear the area before the NVA show up in force!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_20 || &amp;lt;b&amp;gt;This will do for a RON. Plenty of cover and concealment - time to get comfortable til morning. Don't forget to set out claymores.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_21 || &amp;lt;b&amp;gt;Sau says there was chatter about a Trung Ta nearby. That's a light colonel. Might be worth seeing if you can grab him, if his camp is not too well guarded. Maybe check it out at first light.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_22 || &amp;lt;b&amp;gt;Shhh! something's coming! That ain't a monkey. Easy does it... Just another night in Prairie Fire.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_23 || &amp;lt;b&amp;gt;Time to check in with Moonbeam.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_24 || &amp;lt;b&amp;gt;OK time to wake everyone up and break squelch with Covey. He's gotta be up there somewhere.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_25 || &amp;lt;b&amp;gt;Those NVA last night were heading north, track them to their camp and check it out. This is awfully risky, but might be worth it. If there's any risk of compromise, back off and extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_26 || &amp;lt;b&amp;gt;Looks like the Colonels in that billet. Well it's your call one-zero. If you think the team can take the camp down then go for it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_27 || &amp;lt;b&amp;gt;OK, that's them all down - your team sure has the right moves for recon work. Grab that Trung Ta and any intel and get out of here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_28 || &amp;lt;b&amp;gt;Well you nailed them, but the Colonel didn't make it and there's more NVA coming, you need to leave. Grab whatever intel you can find.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_29 || &amp;lt;b&amp;gt;Shit they have you surrounded. Hole up and pray Covey can work his magic. The team's in real trouble here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_30 || &amp;lt;b&amp;gt;This is getting real bad, you'll need to fight your way through them and break south.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_31 || &amp;lt;b&amp;gt;The Gnats are on their way! Covey has picked the best LZ. Get there fast! Sounds like a whole damn regiment is on its way!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_32 || &amp;lt;b&amp;gt;Here's the LZ… Whaaat the fuck? What is this place? Take cover and hold out til the extraction birds get here! Call tac-air on that treeline!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_33 || &amp;lt;b&amp;gt;Woo boy! Look at that! The Cobras are sure doing some damage. Gnats are on the way, hold on! Keep the enemy back.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_34 || &amp;lt;b&amp;gt;Ok the Gnats are here... Time to di di!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_35 || &amp;lt;b&amp;gt;HQ is gonna love this recording. Shame you didn't bag that light colonel. That's a weeks R&amp;amp;R down the pan. Let's hope there's some useful intel on the tape.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_36 || &amp;lt;b&amp;gt;Load the colonel on board and extract. It's getting too hot down here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_37 || &amp;lt;b&amp;gt;Well done one zero, the NVA are sure gonna be sore you bagged a Colonel. You'll get a week in Tokyo at least!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_38 || &amp;lt;b&amp;gt;Welcome back. Drop the gear off at the TOC and then hit the showers and the recon bar. Don't forget to get your indigs some chow.  They sure saved your ass back there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_01 || &amp;lt;b&amp;gt;This is Staff Sgt. Jim Shorten, callsign &amp;quot;Wild Carrot&amp;quot;, I'll be advising you for this mission. Oscar 8 is a motherfucker target. You must have pissed off the S3 real bad to get assigned this one.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw your weapons. Don't forget explosives.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_03 || &amp;lt;b&amp;gt;Breaching charges and satchels will be handy to sabotage any trucks you find before bugging out of the target.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_04 || &amp;lt;b&amp;gt;The 176th are flying you in today, the Minutemen are solid operators. For air support you've been assigned the Muskets gunships and the marines' Eagle Claw cobras... this much heat will be necessary to get you out of that hole.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_05 || &amp;lt;b&amp;gt;This is the LZ Covey ID'd for you this mornin. Looks OK I guess. Let's hope the Arclight got most of 'em.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_06 || &amp;lt;b&amp;gt;Send Covey the &amp;quot;Team OK&amp;quot; only when you're sure it's safe. Now let's see what the air force hit.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_07 || &amp;lt;b&amp;gt;Holy shit, the Minutemen just got taken out! Now you're in trouble. Fight your way off this open area, dig in and call Tac-Air! This is gonna be a shit-show!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_08 || &amp;lt;b&amp;gt;Get the team into cover one-zero, do it now!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_09 || &amp;lt;b&amp;gt;They have tanks to the west, and it's too open. You're gonna have to fight east through their camp. You must have landed right in the regimental HQ of the 559th. OK one-zero, let's keep the team together and fight hard, maybe in the confusion you can make it to a safe extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_10 || &amp;lt;b&amp;gt;Take out these bunkers while they're still dazed from the Arclight!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_11 || &amp;lt;b&amp;gt;Ok, with all the craziness going on, nobody seems to know you're here… Use the opportunity to ditch those explosives, take out the ammo and fuel stores here, and bug out. It may distract the NVA from finding you. Don't hang around here longer than 5 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_12 || &amp;lt;b&amp;gt;That'll keep them busy putting out fires, and they may confuse the cooking off ammo for a firefight. Keep moving south-east, gotta find a safe extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_13 || &amp;lt;b&amp;gt;Damn it! We're losing a lot of good men today. Just keep the team moving, they won't leave you here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_14 || &amp;lt;b&amp;gt;Looks like a truck park, if you've still got any explosives, set charges and keep moving, give it max... 5 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_15 || &amp;lt;b&amp;gt;OK that P12 radar truck is fucking up your extraction, either take it out or mark it for air.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_16 || &amp;lt;b&amp;gt;Well done taking care of the radar. Now how about we knock out that HQ hootch? Could be General Giap himself in there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_17 || &amp;lt;b&amp;gt;Ha! Well you sure FUCKED them up!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_18 || &amp;lt;b&amp;gt;OK one-zero, it's time to get out of here, get the team to the river.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_19 || &amp;lt;b&amp;gt;Ok, fuck it… time to get wet, either swim it, or grab a boat before the NVA realise where you are. The marine cobras will keep their heads down! Get it done!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_20 || &amp;lt;b&amp;gt;OK, you made it across, good job, now get your asses to the LZ and hold the bastards off til the extraction birds get there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_21 || &amp;lt;b&amp;gt;MINUTEMAN 2 is inbound! This is a good LZ Keep the bastards off it! Call tac-air on the western shore!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_22 || &amp;lt;b&amp;gt;Oh boy! Look at that! The NVA navy just got a gift from Uncle Sam. Ok MINUTEMAN is here... Time to di di!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_23 || &amp;lt;b&amp;gt;Fuckin' Oscar Eight man. That damned target. We lost so many good pilots today, but at least you guys kicked the shit out of the NVA down there. HQ should nuke that fucking target.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_24 || &amp;lt;b&amp;gt;Welcome back. Grab a bite to eat and get back on the ship, we need every team on Bright Light. It's gonna be a long night...&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_25 || &amp;lt;b&amp;gt;Well done taking care of the radar.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_26 || &amp;lt;b&amp;gt;Now how about we knock out that HQ hootch? Could be General Giap himself in there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_07_radiohint_13 || &amp;lt;b&amp;gt;A high speed trail – the kind the bastards use to move ammo between cache sites. Shadow it and you might find one.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_01 || &amp;lt;b&amp;gt;Welcome to Temporary Duty man. You ain't mad, I'm Staff Sergeant Jim Shorten, the S-1 asked me to show you around. I'll be like a voice in your head 'til you get your shit squared away.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_02 || &amp;lt;b&amp;gt;This shit-hole is Pleiku. Try not to breathe in the dust or you'll be coughing all night.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_03 || &amp;lt;b&amp;gt;Jump in the quarter-ton - we'll head out to the range. It's on the other side of the flight-line.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_04 || &amp;lt;b&amp;gt;It gets kinda busy here, Pleiku is a launch site for all kinds of ops.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_05 || &amp;lt;b&amp;gt;I did my first tour here in the Navy down at Da Nang, then I volunteered for airborne just like you.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_06 || &amp;lt;b&amp;gt;Hey if you get a free night in Saigon, check out the Kitty Bar. They got a chick there by the name of Yen, tell her Jimi sent ya.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_07 || &amp;lt;b&amp;gt;OK here's the range, help yourself to whatever... shoot to the East so you don't hit anything important.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_08 || &amp;lt;b&amp;gt;Armed Forces Vietnam radio - the music is sweet but the ads suck. That button-snatcher dude needs to get fragged.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_10 || &amp;lt;b&amp;gt;Ok time to go, the slick will take you on up to Quan Loi. You'll be able to get in some real practice up there... it gets hot, especially at night.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_11 || &amp;lt;b&amp;gt;Don't forget to use earplugs in the huey. It'll keep you sane.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_12 || &amp;lt;b&amp;gt;Well here it is, Quan Loi Base Camp. It's near an old rubber plantation, though not much of that is left. They don't call it Rocket City for nothin'!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_13 || &amp;lt;b&amp;gt;And here it is! Right on time! Charlie has some mortars out there. Report to the command bunker and keep your head down. Don't wanna catch any shrapnel.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_14 || &amp;lt;b&amp;gt;Well the captain is happy to have you here on TDY, he said to take a patrol out and familiarise yourself with the neighborhood. See if you can find those fuckin mortars.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_15 || &amp;lt;b&amp;gt;Watch out for traps out here, Charlie likes to leave tripwires and them punji stakes. Ugh, they give me the creeps, the VC rub their shit on 'em to give 'em extra flavor! Fuckin animals.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_16 || &amp;lt;b&amp;gt;Lower your weapon, it makes you move better and you won't look so much like a freaked out cherry!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_17 || &amp;lt;b&amp;gt;Ok, easy does it, use your walk key to go slowly, it will reduce your noise... and crouch or crawl to be less visible. Out here, noise discipline is key to survival. Only cherries run.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_18 || &amp;lt;b&amp;gt;Good shootin'! If you still got any C4 plant it on the tube. If we had more time I'd show ya how to use gasoline to sabotage one of these. Charlie doesn't know a thing until he goes to drop a round in and blows himself and his buddies to pieces… hehehe&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_19 || &amp;lt;b&amp;gt;That's one team that won't be fuckin with us tonight. Good job.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_20 || &amp;lt;b&amp;gt;Wow, what happened to those guys? Looks like their ammo malfunctioned. Dumb bastards.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_21 || &amp;lt;b&amp;gt;Another mortar team taken out. Good job.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_22 || &amp;lt;b&amp;gt;Ok it's time to head back... you do not wanna get stuck out here after dark. Easy does it going back into camp. Make sure you don't get shot up by Yards thinking you're a VC.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_23 || &amp;lt;b&amp;gt;Your team is needed at the radio relay! They just killed a sapper in the wire.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_24 || &amp;lt;b&amp;gt;Ok watch the wire to the south, that's where they shot the VC.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_25 || &amp;lt;b&amp;gt;Remember your drills! When near a wall or bunker or laying down, you can rest your weapon and hold your breath to stabilise it.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_26 || &amp;lt;b&amp;gt;Nail them sonsabitches before they can blow up your wire.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_27 || &amp;lt;b&amp;gt;The captain said they think there's sappers bypassing this hill and creeping up to the main camp. Check your north.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_28 || &amp;lt;b&amp;gt;Ok time to call up some support. Use your radio action to get some lumes on the perimeter, then call HE on any fuckin' sappers dumb enough to go for the camp.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_29 || &amp;lt;b&amp;gt;Ok you'd better get back to the camp, there's reports of a lot of enemy further out, it's gonna be busy tonight. Take the quarter-ton.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_30 || &amp;lt;b&amp;gt;VC! Take them out and keep driving! Get to the camp!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_31 || &amp;lt;b&amp;gt;The VC are comin! Get to a bunker and find a machine gun!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_32 || &amp;lt;b&amp;gt;Pick your shots, use small bursts! Don't let the flash blind you.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_33 || &amp;lt;b&amp;gt;Aim just below their muzzle-flashes. Use tracers to adjust your shots.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_34 || &amp;lt;b&amp;gt;Use grenades if you hear 'em gettin' close. Remember to check which type you've got!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_35 || &amp;lt;b&amp;gt;Here come the cavalry! These guys will dig you out of the shit so many times on your tour. If you see them back at Pleiku always buy them a beer.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_36 || &amp;lt;b&amp;gt;Well you did real good for your first time. You might wanna ditch this TDY and sign on for a special unit I just joined myself.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_37 || &amp;lt;b&amp;gt;One of my old navy buddies is down at the pier, he'll take you to Da Nang. When you get there ask for FOB4, it's right on China Beach, tell them Wild Carrot sent ya! If I see you in the recon bar, I'll buy you a Savage!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_02 | vn_sp_02_v_radiohint_02 || &amp;lt;b&amp;gt;Hey little brother it's me Dung. You are not crazy, I'm still training in the north, but today, like a dream, I will stand beside you and teach you something OK?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_03 | vn_sp_02_v_radiohint_03 || &amp;lt;b&amp;gt;New village of Kiem Tra has grown brother. Ba would be proud of you defending it when the foreign soldiers come.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_04 | vn_sp_02_v_radiohint_04 || &amp;lt;b&amp;gt;The local forces have received new weapons from the north last night. You can walk down to the river and practice shooting.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_05 | vn_sp_02_v_radiohint_05 || &amp;lt;b&amp;gt;Many bad things happened in the old village when the French came. They took Ba away. It is good that big sister is far away in Saigon now. Only you can defend home village.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_06 | vn_sp_02_v_radiohint_06 || &amp;lt;b&amp;gt;OK here are the weapons from the north, try shooting them across river so you don't hit Tiens buffalo.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_07 | vn_sp_02_v_radiohint_07 || &amp;lt;b&amp;gt;After you finish your practice, you can answer the radio.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_08 | vn_sp_02_v_radiohint_08 || &amp;lt;b&amp;gt;The 22-millimeter rifle grenade is expensive. You can fire frag, flares, and smoke grenades and even use a special HEAT grenade against tanks. But the grenades are old, don't risk your life on them.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_09 | vn_sp_02_v_radiohint_09 || &amp;lt;b&amp;gt;It is a great honour to be allowed to operate these machine guns. You can kill many enemies with them. But, little brother, always remember to fire in short bursts.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_10 | vn_sp_02_v_radiohint_10 || &amp;lt;b&amp;gt;The Chinese rifle is very good, never breaks, lasts a long time. Make sure you clean it often.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_11 | vn_sp_02_v_radiohint_11 || &amp;lt;b&amp;gt;This equipment is very rare, you must be careful. You can see enemies very far away. Only specially trained militia can use it. You must learn how to rest the weapon on the ground and when to hold your breath.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_12 | vn_sp_02_v_radiohint_12 || &amp;lt;b&amp;gt;The SKS rifle is accurate and some can fire grenades. It has a bayonet for stabbing enemies, and an optic for specially trained men.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_13 | vn_sp_02_v_radiohint_13 || &amp;lt;b&amp;gt;Keep a pistol nearby at all times brother. It can save your life when soldiers find you.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_14 | vn_sp_02_v_radiohint_14 || &amp;lt;b&amp;gt;Ba used this for hunting ducks. It is crazy to use in battle, but if you have nothing else, it is still good enough to kill enemies! You can cut off the barrel but that annoy the ghost of Ba.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_15 | vn_sp_02_v_radiohint_15 || &amp;lt;b&amp;gt;The carbine is American, it came from the Japan war. It's old but reliable and not very heavy. Good for a young soldier.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_16 | vn_sp_02_v_radiohint_16 || &amp;lt;b&amp;gt;This is an automatic machinegun... it shoots very fast, kills lot of enemies brother. There are others in the box like this one.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_17 | vn_sp_02_v_radiohint_17 || &amp;lt;b&amp;gt;When you go to fight, always carry many grenades… frags and smoke. If you're really lucky you can get anti-tank grenades. It kills enemy tank easily.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_18 | vn_sp_02_v_radiohint_18 || &amp;lt;b&amp;gt;We have two types of rocket. Old B40 and new B41. Both can kill an enemy tank, but better for helicopter or enemy patrol ambush. Carry a special pack of rockets for it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_19 | vn_sp_02_v_radiohint_19 || &amp;lt;b&amp;gt;It is good you learned to make booby-traps for enemy soldiers. Keep them away from village. Make traps with food cans and grenades or with bamboo spikes, and hurt enemy soldiers so they will give up.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_20 | vn_sp_02_v_radiohint_20 || &amp;lt;b&amp;gt;These big guns from north are for defending camp. Try them all. The fifty-one is best, to kill helicopters when they come.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_21 | vn_sp_02_v_radiohint_21 || &amp;lt;b&amp;gt;We use 60 and 82 millimetre Chinese mortars for attacking the American camp. They fire HE, smoke and even flares to light up the area. You can use a special artillery map for fire-missions, or the optic if you can see the enemy close.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_22 | vn_sp_02_v_radiohint_22 || &amp;lt;b&amp;gt;Ok little brother, practice over, go back to the village.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_23 | vn_sp_02_v_radiohint_23 || &amp;lt;b&amp;gt;Oh no! When helicopters come like that it means soldiers soon come. Hurry back to the village!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_24 | vn_sp_02_v_radiohint_24 || &amp;lt;b&amp;gt;You must take traps from the cache, so they are not found, put them by the old village so the enemy soldiers walk on them! You must hurry!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_25 | vn_sp_02_v_radiohint_25 || &amp;lt;b&amp;gt;Quickly before the soldiers come, set traps all around this place. Make them pay!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_26 | vn_sp_02_v_radiohint_26 || &amp;lt;b&amp;gt;Good, now go hide in the forest and wait for the enemy. When they come you ambush them in open fields.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_27 | vn_sp_02_v_radiohint_27 || &amp;lt;b&amp;gt;You can see whole area from here. This is a good place little brother. Let the soldiers come... when they stand in the field, you shoot them.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_28 | vn_sp_02_v_radiohint_28 || &amp;lt;b&amp;gt;Be patient, and stay hidden brother. Wait til for the right time to fire.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_29 | vn_sp_02_v_radiohint_29 || &amp;lt;b&amp;gt;Ok, now shoot! Get as many as you can before they see you.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_30 | vn_sp_02_v_radiohint_30 || &amp;lt;b&amp;gt;It's time for Hoang to go. Run to the others in the camp, so the enemies follow you. Then they will not cause problems in the village.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_31 | vn_sp_02_v_radiohint_31 || &amp;lt;b&amp;gt;Run now brother, if helicopters come, you will die here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_32 | vn_sp_02_v_radiohint_32 || &amp;lt;b&amp;gt;There are bunkers here to protect you. Use heavy weapons to shoot the enemies who come.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_33 | vn_sp_02_v_radiohint_33 || &amp;lt;b&amp;gt;Shoot all enemies with the machine guns, make them pay for coming here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_34 | vn_sp_02_v_radiohint_34 || &amp;lt;b&amp;gt;Quick, shoot at the helicopter! Stop him shooting the camp!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_35 | vn_sp_02_v_radiohint_35 || &amp;lt;b&amp;gt;Well done brother! You will get a special medal for that in the north. Now you must go. Lots of enemies coming now. Go to the west, there is a secret place there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_36 | vn_sp_02_v_radiohint_36 || &amp;lt;b&amp;gt;Keep running Hoang, don't die here. Go quickly!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_37 | vn_sp_02_v_radiohint_37 || &amp;lt;b&amp;gt;OK, this is a tunnel for the special VC forces. You go inside now, quickly before soldiers come.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_38 | vn_sp_02_v_radiohint_38 || &amp;lt;b&amp;gt;Go deep inside the tunnel brother, it goes for miles, you be safe now.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_39 | vn_sp_02_v_radiohint_39 || &amp;lt;b&amp;gt;The village is all gone now, no reason to stay, come to the north and help the army! We will come back and fight together... throw foreign soldiers out of our homeland!&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Export function ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
private _cfgSounds = configFile &amp;gt;&amp;gt; &amp;quot;CfgSounds&amp;quot;;&lt;br /&gt;
private _cfgRadio = configFile &amp;gt;&amp;gt; &amp;quot;CfgRadio&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
private _fnc_getData = {&lt;br /&gt;
	params [&amp;quot;_config&amp;quot;, &amp;quot;_formatClass&amp;quot;, &amp;quot;_formatText&amp;quot;];&lt;br /&gt;
	private _data = [];&lt;br /&gt;
	&lt;br /&gt;
	for &amp;quot;_mission&amp;quot; from 1 to 20 do {&lt;br /&gt;
		private _missionStr = if (_mission &amp;lt; 10) then {format [&amp;quot;0%1&amp;quot;, _mission]} else {str _mission};&lt;br /&gt;
	&lt;br /&gt;
		for &amp;quot;_dialog&amp;quot; from 1 to 100 do {&lt;br /&gt;
			private _dialogStr = if (_dialog &amp;lt; 10) then {format [&amp;quot;0%1&amp;quot;, _dialog]} else {str _dialog};&lt;br /&gt;
		&lt;br /&gt;
			private _class = format [_formatClass, _missionStr, _dialogStr, &amp;quot;e&amp;quot;];&lt;br /&gt;
			private _string = format [_formatText, _missionStr, _dialogStr];&lt;br /&gt;
			if (!isLocalized _string || {!isClass (_config &amp;gt;&amp;gt; _class)}) exitWith {&lt;br /&gt;
				diag_log [_class, isClass (_config &amp;gt;&amp;gt; _class), _string, isLocalized _string];&lt;br /&gt;
			};&lt;br /&gt;
			&lt;br /&gt;
			private _classViet = format [_formatClass, _missionStr, _dialogStr, &amp;quot;v&amp;quot;];&lt;br /&gt;
			if (_classViet != _class) then {&lt;br /&gt;
				_class = _class + &amp;quot; | &amp;quot; + _classViet;&lt;br /&gt;
			};&lt;br /&gt;
			&lt;br /&gt;
			_data pushBack [_class, localize _string];&lt;br /&gt;
		};&lt;br /&gt;
	};&lt;br /&gt;
	&lt;br /&gt;
	_data // return&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
private _fnc_buildTable = {&lt;br /&gt;
	private _tableText = &amp;quot;{| class=&amp;quot;&amp;quot;wikitable sortable&amp;quot;&amp;quot;&lt;br /&gt;
	|-&lt;br /&gt;
	! Config !! Class !! Text&amp;quot; + endl;&lt;br /&gt;
&lt;br /&gt;
	{&lt;br /&gt;
		private _config = configName _cfgRadio;&lt;br /&gt;
		_x params [&amp;quot;_class&amp;quot;, &amp;quot;_text&amp;quot;];&lt;br /&gt;
		_tableText = _tableText + &amp;quot;|-&amp;quot; + endl + &amp;quot;| &amp;quot; + &amp;quot;[&amp;quot; + &amp;quot;https://community.bistudio.com/wiki/&amp;quot; + _config +&amp;quot; &amp;quot; + _config + &amp;quot;]&amp;quot; + &amp;quot; || &amp;quot; + _class + &amp;quot; || &amp;quot; + &amp;quot;&amp;lt;b&amp;gt;&amp;quot; + _text + &amp;quot;&amp;lt;/b&amp;gt;&amp;quot; + endl;&lt;br /&gt;
	} forEach radioData; &lt;br /&gt;
&lt;br /&gt;
	{&lt;br /&gt;
		private _config = configName _cfgSounds;&lt;br /&gt;
		_x params [&amp;quot;_class&amp;quot;, &amp;quot;_text&amp;quot;];&lt;br /&gt;
		_tableText = _tableText + &amp;quot;|-&amp;quot; + endl + &amp;quot;| &amp;quot; + &amp;quot;[&amp;quot; + &amp;quot;https://community.bistudio.com/wiki/&amp;quot; + _config +&amp;quot; &amp;quot; + _config + &amp;quot;]&amp;quot; + &amp;quot; || &amp;quot; + _class + &amp;quot; || &amp;quot; + &amp;quot;&amp;lt;b&amp;gt;&amp;quot; + _text + &amp;quot;&amp;lt;/b&amp;gt;&amp;quot; + endl;&lt;br /&gt;
	} forEach soundsData; &lt;br /&gt;
&lt;br /&gt;
	(_tableText + endl + &amp;quot;|}&amp;quot;) // return&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
radioData = [];&lt;br /&gt;
soundsData = [];&lt;br /&gt;
&lt;br /&gt;
// 1.0 coop&lt;br /&gt;
radioData append ([_cfgRadio, &amp;quot;vn_radiocom_coop_%1_%2&amp;quot;, &amp;quot;STR_VN_RCOMMS_CO%1_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
soundsData append  ([_cfgSounds, &amp;quot;vn_coop_%1_radiohint_%2&amp;quot;, &amp;quot;STR_VN_HINTS_CO%1_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
&lt;br /&gt;
// 1.2 coop&lt;br /&gt;
radioData append ([_cfgRadio, &amp;quot;vn_radiocom_coop_%1_e01_%2&amp;quot;, &amp;quot;STR_VN_RCOMMS_CO%1_E01_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
&lt;br /&gt;
// 1.0 sp&lt;br /&gt;
soundsData append ([_cfgSounds, &amp;quot;vn_sp_%1_radiohint_%2&amp;quot;, &amp;quot;STR_VN_RCOMMS_SP%1_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
soundsData append ([_cfgSounds, &amp;quot;vn_sp_%1_%3_radiohint_%2&amp;quot;, &amp;quot;STR_VN_RCOMMS_SP%1_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
&lt;br /&gt;
private _table = ([] call _fnc_buildTable);&lt;br /&gt;
// copyToClipboard _table; // causes encoding issues&lt;br /&gt;
text _table // return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Campaign_Dialogs&amp;diff=11641</id>
		<title>Campaign Dialogs</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Campaign_Dialogs&amp;diff=11641"/>
		<updated>2022-11-09T00:08:41Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: Veteran29 moved page Campaign Dialogs to Dialogs and Radio Comms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Dialogs and Radio Comms]]&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Dialogs_and_Radio_Comms&amp;diff=11639</id>
		<title>Dialogs and Radio Comms</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Dialogs_and_Radio_Comms&amp;diff=11639"/>
		<updated>2022-11-09T00:07:58Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: Add list of missions dialogs and radio comms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Dialogs list ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
    |-&lt;br /&gt;
    ! Config !! Class !! Text&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_01 || &amp;lt;b&amp;gt;LZ spotted, standby for insertion.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_02 || &amp;lt;b&amp;gt;COVEY, Spike Team COLUMBIA. All clear.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_03 || &amp;lt;b&amp;gt;COLUMBIA this is COVEY, Roger, Good hunting. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_04 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, We need extraction. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_05 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, head south. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_06 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Prairie Fire! Prairie Fire! They're comin' for us... HOW COPY?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_07 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Wait out. All callsigns this is COVEY 46 declaring a Prairie Fire Emergency. COLUMBIA head to the Lima Zulu, We'll walk nape down your back trail. Good luck!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_08 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, They're on top of us! Give me 20 mike mike, rockets and nape all along our front, or we're never gonna make it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_09 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Air is coming in hot... Just keep your heads down and keep on shooting, the Kingbees will be there in 2 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_10 || &amp;lt;b&amp;gt;Hello! COLUMBIA do you guys need a ride home?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_11 || &amp;lt;b&amp;gt;KINGBEE, I'm gonna kiss you when we land you sweet mother fucker&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_01_12 || &amp;lt;b&amp;gt;Ha ha Du ma! Crazy trung-si! You dinky-dau! Maybe I shoot you if you try to kiss me! You go kill beaucoup VC for me OK?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_01 || &amp;lt;b&amp;gt;COLUMBIA this is MINUTEMAN 45, we'll be inserting you today. We're standing by at the flight-line. S-4 left you some presents here boys.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_02 || &amp;lt;b&amp;gt;LZ in sight, 2 mikes, lock n load&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_03 || &amp;lt;b&amp;gt;COLUMBIA, this is COVEY, Trucks destroyed. Well done! However, there are more coming. You can stay and destroy more trucks or request extraction now.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_04 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, roger, slicks inbound, three mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_05 || &amp;lt;b&amp;gt;Hi COLUMBIA you guys ready to go home?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_06 || &amp;lt;b&amp;gt;Hi MINUTEMAN, yeah we're sure glad to see you. Beers are on us at the recon club tonight.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_07 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, you got a problem! Hillsboro reports enemy triple A surrounding the site. No extraction possible. Bug out of there on foot.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_08 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Roger, heading South. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_09 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, No Tac-Air today, you'll have to run as far south as you can get.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_10 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, They're on top of us. Where are the Slicks?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_11 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, slicks will be there in 2 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_12 || &amp;lt;b&amp;gt;Hi MINUTEMAN, yeah we're sure glad you made it in here. Beers are on us at the recon club tonight.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_13 || &amp;lt;b&amp;gt;COLUMBIA, this is COVEY, we got a problem. You're boxed in. The Slicks can't make it in there. Break south. I say again!. Break south. No extraction.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_14 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Any sign of Lima Zulu? Can't see anywhere down here. Got voices all around us. Situation is critical. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_15 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, OK it's a long-shot. Hillsboro has detoured a Commando Vault package. Mark your location with smoke NOW.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_16 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, OK I see it, heading to the target.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_17 || &amp;lt;b&amp;gt;Geez, COLUMBIA you guys sure know how to throw a party. Just look at the place!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_01 || &amp;lt;b&amp;gt;Bright Light emergency! A Kingbee has gone down, crashed in the trees. Let's get the team on board. It's showtime boys!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_02 || &amp;lt;b&amp;gt;There's the crash site. We'll set you down here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_03 || &amp;lt;b&amp;gt;COVEY this is Spike Team COLUMBIA. Moving out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_04 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger that, Good hunting. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_05 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Crash site secure.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_06 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, what's the sitrep on the package? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_07 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Package 1 secure, 3 KIA to pick up. Package 2 is probably nearby, moving to locate. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_08 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, RT Raleigh will extract the KIAs, I have a lot of air standing by for you. Just say the word. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_09 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, We're onto Package 2. Going underground for a time. Will be off-comms. If we don't come out, order an Arc-Light on this grid.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_10 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, I have your grid. Let's hope it doesn't come to that. I need to check in with another team but I will be back when you need me. Good luck down there. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_11 || &amp;lt;b&amp;gt;COLUMB…, …VEY…hurry… large enemy for….overrun…say again…&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_12 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, We're out. We have Package 2, one pilot. Give me a Lima Zulu. I say again, Package two is secured. Requesting Lima Zulu, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_13 || &amp;lt;b&amp;gt;COLUMBIA COVEY Good to hear from you again, you need to move your team out. There are enemy forces converging from the north, east and west&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_14 || &amp;lt;b&amp;gt;All callsigns this is COVEY 46 declaring a Prairie Fire Emergency. Voodoo callsigns begin your runs. Start dropping your ordnance to the November of the marked site.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_15 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, They're onto us! Requesting snakes and nape all along our back trail to our November echo, repeat to our November echo. We need it now!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_16 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, We're hammering your back trail. There's a thousand of them sons of bitches... Keep your heads down... CONDOR is on the way. Will be there in 2 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_17 || &amp;lt;b&amp;gt;Hey COLUMBIA let's get going, beaucoup VC will be on us soon.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_18 || &amp;lt;b&amp;gt;CONDOR, I'm sure glad to see you. Get us outta this hell-hole.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_03_19 || &amp;lt;b&amp;gt;Damn you sure stirred up an ants nest down here. At least Covey will get a good body count! …… That's a real good thing you done for our Vietnamese crews. They believe if the body is left behind and not buried in their homeland, the soul will forever wander the jungles in pain and suffering.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_01 || &amp;lt;b&amp;gt;LZ spotted, standby for insertion.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_02 || &amp;lt;b&amp;gt;COVEY this is Spike Team COLUMBIA. All clear.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_03 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger. Watch out for some triple-A in your target. We just took hits from your Echo. Good hunting. Out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_04 || &amp;lt;b&amp;gt;COVEY this is Spike Team COLUMBIA. Team at RON site. Beware confirmed triple-A site to our Sierra. See you on the flipside.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_05 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, sleep tight, check in with Moonbeam later.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_06 || &amp;lt;b&amp;gt;MOONBEAM this is Spike Team COLUMBIA. Team at RON site. NVA very close, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_07 || &amp;lt;b&amp;gt;COLUMBIA, this is MOONBEAM. Roger, we'll monitor your signal. If you need help we can bring up a SPECTRE, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_08 || &amp;lt;b&amp;gt;MOONBEAM, Roger thanks. Let's see how it plays out. COLUMBIA out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_09 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, How you guys going down there? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_10 || &amp;lt;b&amp;gt;COVEY this is COLUMBIA. Heading for the road, tracking triple-A team, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_11 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger. We'll be on station for your snatch today. Kingbees will be orbiting. COVEY out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_12 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Prairie Fire! Prairie Fire! We need extraction NOW! Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_13 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Wait out. All callsigns this is COVEY 59 declaring a Prairie Fire Emergency. COLUMBIA head to the Lima Zulu and I'll start wasting your back trail.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_14 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, They're close to us! Give me rockets and nape to the trees to ECHO. I say again splash our ECHO.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_15 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Air is coming in hot... Keep shooting, the Kingbees will be there in 2 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_16 || &amp;lt;b&amp;gt;Hi COLUMBIA did you guys run into trouble here?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_17 || &amp;lt;b&amp;gt;KINGBEE, we're getting on now. Thanks for the pickup.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_04_18 || &amp;lt;b&amp;gt;Ok team, stop eyeing up our prize. It ain't happening! This is our ticket to a whole bunch of Taipei pussy.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_01 || &amp;lt;b&amp;gt;There's your LZ, looks quiet down there, you good?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_02 || &amp;lt;b&amp;gt;COVEY, this is Spike Team COLUMBIA. All clear.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_03 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger. It looks busy down there to the November and Echo, I'll bring the air back as soon as you need it. Covey out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_04 || &amp;lt;b&amp;gt;HILLSBORO, COLUMBIA. Pattern Gold, I say again, Pattern Gold.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_05 || &amp;lt;b&amp;gt;COLUMBIA, HILLSBORO, receiving you 3 by 5. Roger. Pattern Gold acknowledged.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_06 || &amp;lt;b&amp;gt;COVEY, COLUMBIA. Team at RON site, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_07 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Moonbeam will check in with you tonight.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_08 || &amp;lt;b&amp;gt;MOONBEAM, this is Spike Team COLUMBIA, how copy? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_09 || &amp;lt;b&amp;gt;COLUMBIA, this is MOONBEAM. Good copy. We're on station, weather's turning patchy. Stay safe. Moonbeam out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_10 || &amp;lt;b&amp;gt;COLUMBIA, this is COVEY 6, Covey 6 calling ST Columbia, how do you read, over?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_11 || &amp;lt;b&amp;gt;COVEY, this is Spike Team COLUMBIA, Good morning! All good here. We're on the move, but will need you soon, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_12 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Weathers patchy. We have a fair bit of air scheduled. Be here when you need it, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_13 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, Prairie Fire! Prairie Fire! Need extraction... need tac-air... over&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_14 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, Break. All callsigns this is COVEY 6 calling a Prairie Fire Emergency.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_15 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, they're all around us! Give me rockets in the trees to our NOVEMBER and ECHO. I say again NOVEMBER and ECHO.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_16 || &amp;lt;b&amp;gt;COVEY, this is HARE LEAD 5, we got a pink team here to mix it up a little. Where do you want it?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_17 || &amp;lt;b&amp;gt;HARE LEAD, COVEY, Roger, Glad to have you. Spike Team is to your Sierra. Light up everything to November of the willie pete. With this weather you're all we've got. Break. COLUMBIA, COVEY, continue heading Sierra, how copy?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_18 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, sorry there was too much ordnance going on. Good copy! Moving Sierra, out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_19 || &amp;lt;b&amp;gt;COVEY, HARE LEAD 5, what else do ya need? We have nails and HE.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_20 || &amp;lt;b&amp;gt;HARE LEAD, COVEY, Roger, Keep working the trees to the November of the lemon smoke, there's plenty more of them bastards down there.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_21 || &amp;lt;b&amp;gt;OK COVEY, where are you taking us? This ride's getting hot.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_22 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, LZ is one click Sierra, wide open, but the pink teams got you covered. You'll know it when you see it... Keep moving, the Gnats will be there in 5 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_23 || &amp;lt;b&amp;gt;COVEY, we have a BICYCLE. Tell HQ it might get us more air.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_24 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, confirm a living BICYCLE?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_25 || &amp;lt;b&amp;gt;COVEY, that's a Roger. Now get us out of here.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_26 || &amp;lt;b&amp;gt;COLUMBIA, GNAT 7 here, come to fly you guys home.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_27 || &amp;lt;b&amp;gt;GNAT, We're ready to go, get in here.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_28 || &amp;lt;b&amp;gt;Hey is that guy a General?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_05_29 || &amp;lt;b&amp;gt;Negative he's a colonel, and boy does he look pissed.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_01 || &amp;lt;b&amp;gt;There's your LZ, like landing on the moon!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_02 || &amp;lt;b&amp;gt;Mayday Mayday! We're going down! Heavy enemy AA...&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_03 || &amp;lt;b&amp;gt;This is COVEY 5 calling a Prairie Fire emergency. 2 Ships are down, no survivors. Bring in everything we got. Chase ships stand-by, BREAK, COLUMBIA, I'm sorry, the AA is too heavy for extraction.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_04 || &amp;lt;b&amp;gt;COVEY, Columbia, roger, get us help now!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_05 || &amp;lt;b&amp;gt;This is COVEY 5… seein' tanks… PT76s... comin' from... Whisky of Oscar Eight... need fast movers and gunships. Taking fire... heavy AA…. Team in trouble….&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_06 || &amp;lt;b&amp;gt;MUSKET 5 commencing run, holy shit this is hot... Yee Ha.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_07 || &amp;lt;b&amp;gt;MUSKET 5, EAGLE CLAW 41, we're right on your six, going for the boats.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_08 || &amp;lt;b&amp;gt;COVEY 5 this is VOODOO 6, strike package on station, 1 mike out, where do you want it?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_09 || &amp;lt;b&amp;gt;VOODOO 6, COVEY, roger, tanks in the open to the Whiskey of the road, marked with willie pete, how copy?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_10 || &amp;lt;b&amp;gt;VOODOO 6, smoke seen, rolling in.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_11 || &amp;lt;b&amp;gt;VOODOO 6, COVEY, good effect! You really knocked them dead&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_12 || &amp;lt;b&amp;gt;Mayday mayday, VOODOO 5 is hit!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_13 || &amp;lt;b&amp;gt;VOODOO 5 is down… his wing exploded… no parachutes… they're gone.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_14 || &amp;lt;b&amp;gt;SUNDOWNER strike package on station, whaddya need?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_15 || &amp;lt;b&amp;gt;SUNDOWNER 6, COVEY, good timing, give me nape all along the ridge line to the echo of the river.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_16 || &amp;lt;b&amp;gt;SUNDOWNER 6 roger, commencing run.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_17 || &amp;lt;b&amp;gt;SUNDOWNER good effect, repeat strike...&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_18 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, light casualties, a lot of action, any news on extraction? We're in the middle of a regimental HQ, there's some sort of radar 100 feet in front of us over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_19 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, glad to hear your voice, can't extract yet, too much AA... That may be the fire direction radar, can you mark it?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_20 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, roger, we'll try.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_21 || &amp;lt;b&amp;gt;COVEY, MUSKET 5, we are Winchester on ammo, off-station, will be back as soon as we're rearm.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_22 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, target marked, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_23 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, roger smoke seen, OK move echo towards the blue, we'll focus on that target now… get the team clear.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_24 || &amp;lt;b&amp;gt;COVEY, COLUMBIA radar is down. Tell HQ we need more air, and FAST.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_25 || &amp;lt;b&amp;gt;COLUMBIA, COVEY, Roger, good work, move to your echo, we'll try and get you out near the blue.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_26 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, we can't get near it, heading for the river.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_27 || &amp;lt;b&amp;gt;COVEY, this is Eagle Claw 41. I'm done with your western targets, focussing on the river. Where's your team located?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_28 || &amp;lt;b&amp;gt;EAGLE CLAW, COVEY, Roger, Team is on the western shore awaiting extraction, see what you can do to help them.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_29 || &amp;lt;b&amp;gt;COVEY, Eagle Claw, roger. The AA is heavier up high, coming from the eastern side of the mountain, suggest getting the team over the river and extracting from right underneath their fire, over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_30 || &amp;lt;b&amp;gt;EAGLE CLAW, COVEY, Roger, break. Columbia, can you guys get across the blue? How copy?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_31 || &amp;lt;b&amp;gt;COVEY, COLUMBIA, FUCK! Well… we can try, just get us an extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_32 || &amp;lt;b&amp;gt;Columbia, COVEY, Roger, Break All callsigns keep suppressing those bastards so we can get the team across the blue.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_33 || &amp;lt;b&amp;gt;MINUTEMAN, you OK to extract, follow blue in from south, keep low, and pick up the team on the western bank, over&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_34 || &amp;lt;b&amp;gt;MINUTEMAN, do you copy? over&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_35 || &amp;lt;b&amp;gt;Covey, Roger this is MINUTEMAN 2, standing by, we'll get them out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_36 || &amp;lt;b&amp;gt;Minuteman 2? I heard you go down? How in hell...?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_37 || &amp;lt;b&amp;gt;Covey, Roger, we got picked up and grabbed a chase ship at Camp Eagle, no way we're gonna leave these guys here...&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_38 || &amp;lt;b&amp;gt;ABORT! ABORT! Minuteman they got another patrol boat down there...&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_39 || &amp;lt;b&amp;gt;COVEY, Eagle Claw, engaging boat… c'mon you fucker, get some!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_40 || &amp;lt;b&amp;gt;Hey Columbia, you comin or what?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_06_41 || &amp;lt;b&amp;gt;COLUMBIA, COVEY! How're you holding up?&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_01 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, primary objectives complete. Moving to OP. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_02 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger. Any problems getting you out? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_03 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE, The way is clear, extract should be fine, NEPTUNE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_04 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, We’re hearing alarms, are you guys ok? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_05 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE, We had to go loud, still some tasks to deal with, will see what we can do here. NEPTUNE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_06 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, we’re at the OP now, there are several sites in view. We’re gonna see if we can do somethin’ about them. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_07 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, we’ll wait for your OK. MOONSHINE 5 out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_08 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, we’re back at the OP, secondary sites are set to blow. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_09 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, Strike package is close, keep eyes on, MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_10 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Strike package is inbound, get out of there now. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_11 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, Roger. We’re heading to the OP, there was no chance, so some AA is still active, I say again, some AA is still active. Neptune out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_12 || &amp;lt;b&amp;gt;MOONSHINE 5, this is SUNDOWNER 6, approaching your target. Are we cleared hot? Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_13 || &amp;lt;b&amp;gt;SUNDOWNER 6, MOONSHINE 5, Copy, wait one, Break! NEPTUNE 6 Initiate! I say again Initiate! Break. SUNDOWNER 6, target should be illuminated. Cleared hot, MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_14 || &amp;lt;b&amp;gt;MOONSHINE 5, SUNDOWNER 6, Roger, engaging. SUNDOWNER out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_15 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, we’re at the OP, under fire, there’s a pilot bailed out real near us. We’re gonna try an get him. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_16 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, good luck, we’ll advise the Navy. MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_17 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, we have the pilot. His wizzo is KIA. We’re heading to the RV. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_18 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, we’ll see you at the RV. MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_19 || &amp;lt;b&amp;gt;MOONSHINE 5, NEPTUNE 6, the pilot is KIA. We’re under too much fire, moving to RV now. Over.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_20 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, Roger, sorry to hear that, just try to reach the extract. MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgRadio CfgRadio] || vn_radiocom_coop_02_e01_21 || &amp;lt;b&amp;gt;NEPTUNE 6, MOONSHINE 5, We see you approaching the RV, let’s get you on board and get out of here. MOONSHINE out.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_01 || &amp;lt;b&amp;gt;Heads up, killer! This is Lieutenant Bowra, callsign El Cid, I'll be advising you during your mission today. Our teams have succeeded in planting sabotaged ammo in the past – you should, too. But remember that no mission is routine.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any additional weapons you might need. It's the building next to the TOC. Don't forget to take mines!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_03 || &amp;lt;b&amp;gt;Your CAR-15 is fantastic for recon ops. Plan on carrying 20 mags and at least 10 grenades, plus mines, claymores and smokes. Your pointman needs a suppressed Swedish K for any chance contacts.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_04 || &amp;lt;b&amp;gt;These Chinese AK rounds contain PETN high explosive, with one or two packed in each 640-round &amp;quot;sardine can.&amp;quot; An NVA will load a sabotaged round and xin loi!… 'Sorry 'bout that!'&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_05 || &amp;lt;b&amp;gt;Our Vietnamese pilots, the Kingbees, these guys are the best in the business. No matter how bad things get , they will come and get ya. You had better bet Cowboy is ice cold in the middle of a shitstorm.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_06 || &amp;lt;b&amp;gt;Clandestine is your byword. To avoid being spotted during insertion, don't land near any visible enemy presence.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_07 || &amp;lt;b&amp;gt;Stay alert to LZ watchers who will report your landing. The enemy is gonna send trackers after you -- bushwhack 'em and continue your mission.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_08 || &amp;lt;b&amp;gt;Good choice. This LZ is pretty small - hell, the enemy might not even watch it. Once you hit the ground, move fast then hide for ten minutes and LISTEN.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_09 || &amp;lt;b&amp;gt;If there's negative enemy, give Covey a 'Team OK' so he can release the air assets from standby.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_10 || &amp;lt;b&amp;gt;Weather's fair – good-to-go for Tac-Air or an emergency extraction.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_11 || &amp;lt;b&amp;gt;TRACKER! His signal shots mean the NVA is on your ass. Plant some toe-poppers and evade –dog-leg back and forth to throw them off...&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_12 || &amp;lt;b&amp;gt;Sounds like your tracker found your mines. Well done. Now keep moving away from that sound!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_13 || &amp;lt;b&amp;gt;A high speed trail – the kind the bastards use to move ammo between cache sites. Shadow it north and you might find one.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_14 || &amp;lt;b&amp;gt;Sentries! Avoid contact or the mission will become a lot harder and you'll have to fight for your lives!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_15 || &amp;lt;b&amp;gt;Until the sentries are out of the way, get in a tight perimeter, face outwards like spokes in a wheel.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_16 || &amp;lt;b&amp;gt;Now's your chance. Plant the spiked ammo cans near the others and un-ass the area!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_17 || &amp;lt;b&amp;gt;That'll give someone a headache. Now let's get the team outta here before anyone wakes up.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_18 || &amp;lt;b&amp;gt;They're on to you! Remember your immediate action drills and break contact.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_19 || &amp;lt;b&amp;gt;Use Claymores and grenades to buy some distance, then run like fucking hell. Get your asses to an LZ.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_20 || &amp;lt;b&amp;gt;Extraction birds en route! Covey will pick your LZ. Get there fast! Must be a whole battalion in the area.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_21 || &amp;lt;b&amp;gt;You've reached the LZ. Take cover- hold the high ground! Call tac-air on these bastards!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_22 || &amp;lt;b&amp;gt;Ok! Kingbees are en route, but we gotta hold on! Keep the enemy off the LZ.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_23 || &amp;lt;b&amp;gt;Kingbee is here – Board it, FAST. One-Zero is last to board.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_24 || &amp;lt;b&amp;gt;This sit-down LZ beats flying out on a STABO rig – great if that's all you got, but that rig is one painful-ass way to fly.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_01_radiohint_25 || &amp;lt;b&amp;gt;Welcome back. Head over to the Recon Club for a cold one and swap lessons learned with the other Spike Teams. They weren't sure you'd make it out of there. Job well done.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_01 || &amp;lt;b&amp;gt;This is El Cid, I'll be monitoring your mission today. Hatchet Forces deliver a real gut-punch to the NVA. We've been doing this since 65, but keep in mind, they will do whatever they can to wipe you out today. Go careful.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any weapons you might need. The building next to the T.O.C.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_03 || &amp;lt;b&amp;gt;The M60 or RPD shorty could come in handy today. Or an M79 thumper. Beaucoup targets on that highway. Bring plenty of claymores. Grab a few LAW launchers too.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_04 || &amp;lt;b&amp;gt;Head over to the flight line. Flying slicks today – low level insert under the cloud. Bring a bag – it could get messy!&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_05 || &amp;lt;b&amp;gt;You can nail a lot of enemy hardware with these heavy weapons. Get 'em loaded on the slick.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_06 || &amp;lt;b&amp;gt;This cloud layer is thick. You're gonna be socked in - zero chance of Tac-Air and looks pretty dicey for emergency extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_07 || &amp;lt;b&amp;gt;Here it is - MSS Leghorn - sovereign American real estate in the heart of Laos. A home away from home.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_08 || &amp;lt;b&amp;gt;The enemy patrols the base of the mountain. You'll need to slip by them to set up mines on the road.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_09 || &amp;lt;b&amp;gt;Put half your guys near the road with claymores. Watch over them with the big guns from up here.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_10 || &amp;lt;b&amp;gt;OK you're all set up. The show's about to get started. If the bastards go nuts you're gonna need to bug out fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_11 || &amp;lt;b&amp;gt;Here they come. Blow the claymores when they're right on 'em. Then whack 'em with the heavy stuff. They're not gonna know what hit them.&amp;lt;/b&amp;gt;&lt;br /&gt;
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| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_12 || &amp;lt;b&amp;gt;Looks like they're buzzing. Get your team on the hill. Use the mortar and machine guns for cover.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_13 || &amp;lt;b&amp;gt;Nice work - you lit a fire under their asses! That's a lot of scrap metal! Enough for Chief SOG. You can either call in the slicks, or stick around for more fireworks.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_14 || &amp;lt;b&amp;gt;Well that was a close call! You guys sure knocked a dent in the enemy supply train. Nice clean ambush, you poured it on 'em, and bugged out in good time.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_15 || &amp;lt;b&amp;gt;Heads up! Hillsboro is reporting heavy enemy radio traffic. There's a lot of NVA converging on this area.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_16 || &amp;lt;b&amp;gt;Christ, one-zero, you sure got a lot of balls. Keep smacking their trucks. They are desperate to get through.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_17 || &amp;lt;b&amp;gt;OK one-zero, you can either call in the slicks, or stick around for more fireworks. Maybe you've done enough damage today?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_18 || &amp;lt;b&amp;gt;With no extraction from here, you'll have to bug the team out. Get off this mountain and break south. Watch out for NVA patrols. They're coming in force.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_19 || &amp;lt;b&amp;gt;There are NVA closing in from all sides, pick up the pace! They really have a bug up their ass!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_20 || &amp;lt;b&amp;gt;OK try and hold this LZ, the slicks are on their way.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_21 || &amp;lt;b&amp;gt;Well that was a really close call! You guys sure knocked a dent in the enemy supply train. Nice clean ambush, you shut down their road for half a day!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_22 || &amp;lt;b&amp;gt;Ballsy move! This Hatchet Force is really giving 'em hell. Keep hammering that road.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_23 || &amp;lt;b&amp;gt;The NVA have you almost surrounded, it's time to go.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_24 || &amp;lt;b&amp;gt;No deal today! They have this LZ boxed in with triple-A. Your best chance is to break south again. Smoke your back trail and di di mao!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_25 || &amp;lt;b&amp;gt;OK, there's not much time, the NVA are almost on you, there are hundreds of them! Keep running.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_26 || &amp;lt;b&amp;gt;A BLU-82! Toss smoke on your pos so COVEY doesn't drop it too near you. Stay clear until the bomb goes off, then get in fast! The slicks will be in right behind the blast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_27 || &amp;lt;b&amp;gt;Hold this LZ, the slicks are here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_28 || &amp;lt;b&amp;gt;Well that was too close for comfort! You guys sure knocked out the enemy supply train. Nice clean ambush, you shut down their road for a whole day! Chief SOG will have a cigar for you in Saigon. That BLU-82 was a blast!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_02_radiohint_29 || &amp;lt;b&amp;gt;Welcome back. Head over to the Recon Club for a cold one on me. Make sure to swap lessons learned with the other Spike Teams. Good work one-zero, mission complete.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_01 || &amp;lt;b&amp;gt;This is Sergeant Meyer, callsign Tilt, I'll be advising you during this mission.  Every Spike team spends a week in every month standing Bright Light duty.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any weapons you need. It's the building next to the TOC. And make sure you have first aid kits.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_03 || &amp;lt;b&amp;gt;We have some new M16s with suppressors for this one.  A little heavier than your CAR15, but could be useful so you can get in quiet and avoid enemy detection.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_04 || &amp;lt;b&amp;gt;Time to head out to the flight line and wait for the call. If it's a good week, you'll get to cool your heels playing poker or even work on your tan.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_05 || &amp;lt;b&amp;gt;Ok this is it! Our guys are in trouble. Time to mount up. Today you're riding with US slick pilots Condor 22. They know the terrain and are used to flying into hot LZ's. Rest assured they will pull you out if you get into shit.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_06 || &amp;lt;b&amp;gt;Ok this is bad. I don't want to spook you, but the A Shau valley is a real shithole, crawling with hardcore NVA troops. Try to avoid contact down there or it could get pretty desperate.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_07 || &amp;lt;b&amp;gt;There's the crash site. It's right in Charlie's backyard, so land a bit further out and try to get there undetected. Those suppressors from Okinawa should help.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_08 || &amp;lt;b&amp;gt;Air assets are stacked up for you on this. Use them when you need them, but try and locate the crew first.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_09 || &amp;lt;b&amp;gt;You're doing great so far, everyone in the team sure appreciates that somebody will come and get them if they get stuck in the shit like this.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_10 || &amp;lt;b&amp;gt;OK here's the site, approach it carefully, check for enemy around the perimeter.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_11 || &amp;lt;b&amp;gt;Damn! looks like Charlie is on high alert the area is crawling with soldiers, deploy your team and take them down as quietly as possible, but watch out for friendlies.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_12 || &amp;lt;b&amp;gt;OK good job, now check for radios, codebooks and flight-plans. Look for any US or ARVN survivors or bodies. Do it quick.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_13 || &amp;lt;b&amp;gt;Bringing back this stuff is important, Charlie has been known to use our radios to listen in to our comms, or even set traps to lure in other helicopter crews.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_14 || &amp;lt;b&amp;gt;So, 3 bodies and 4 helmets. Looks like one of the guys is alive, but he may have been taken. Another team will extract the bodies, see if you can pick up on the trail for the missing pilot.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_15 || &amp;lt;b&amp;gt;A blood trail. This looks promising. See where it goes.This is where the fun starts, be ready...&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_16 || &amp;lt;b&amp;gt;A VC camp! The enemy has a huge network of small camps like this throughout the A Shau. It's one of the reasons we lost whole teams in here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_17 || &amp;lt;b&amp;gt;Sweep the camp, to see what you're up against. Then take everyone down fast, and find our guy.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_18 || &amp;lt;b&amp;gt;Hmm, No sign of the pilot yet. Have another look, this camp seems too small for the amount of troops here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_19 || &amp;lt;b&amp;gt;So Charlie has a cave! Better go easy, see who's home.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_20 || &amp;lt;b&amp;gt;Well well well... Charlie has been busy, a tunnel! This may be a much bigger operation than we realised. These rat holes can go on for miles, best get in there and try to find the pilot and get out fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_21 || &amp;lt;b&amp;gt;This is some creepy shit, Columbia. Beware booby traps. Charlie uses mines, spikes, murder-holes, even snakes, all kinds of horrible stuff.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_22 || &amp;lt;b&amp;gt;You found him! OK administer first aid fast and let's get the hell out of this shithole. Covey is sending in the Slicks now, let's di di.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_23 || &amp;lt;b&amp;gt;You lost the pilot! OK this is bad news, but keep your head and try to extract the team.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_24 || &amp;lt;b&amp;gt;Run to the Lima Zulu, Charlie knows something's up! There are patrols moving this way, coming fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_25 || &amp;lt;b&amp;gt;Covey will start pasting the area to your north. We have tac-air stacked up to 20,000 feet. They can't see much with this cloud, but Coveys doing a good job guiding them to their targets.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_26 || &amp;lt;b&amp;gt;OK here's the LZ, get yourselves spread out for defence, and get on board fast when the slicks hit the dirt. Charlie's gonna be moving in triple A.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_27 || &amp;lt;b&amp;gt;Jump on, let's go home.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_28 || &amp;lt;b&amp;gt;Welcome back Columbia. Head over to the mess and grab some chow for your team. Job well done.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_03_radiohint_29 || &amp;lt;b&amp;gt;Welcome back Columbia. It's a shame we lost the pilot. Get some chow and a shower and head for debrief.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_01 || &amp;lt;b&amp;gt;This is Tilt, I'll be advising you during your mission today.  Capturing an enemy prisoner is risky and a lot of teams have failed. Chief SOG is offering 5 days R&amp;amp;R for this one. I'd recommend Taipei.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any additional weapons you may need. It's the building next to the TOC. Don't forget claymores and suppressors!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_03 || &amp;lt;b&amp;gt;A suppressed M3 will do for the road security. The rest of the team should go &amp;quot;loaded for elephant&amp;quot;.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_04 || &amp;lt;b&amp;gt;Use the claymore to blow the wheels off the truck and stun the driver. Place it side-on so it only takes out the tires. You don't want to harm the driver.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_05 || &amp;lt;b&amp;gt;Keep the prisoner away from the indigs, they may throw him out of the Kingbee. Remember these guys lost family to the communists. They wouldn't think twice seeing if he can fly.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_06 || &amp;lt;b&amp;gt;Avoid being spotted during insertion, don't land near any visible enemy presence.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_07 || &amp;lt;b&amp;gt;Stay alert to LZ watchers who will report your landing. As for trackers -- bushwhack 'em and continue your mission.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_08 || &amp;lt;b&amp;gt;This LZ is small and should work out. Once you hit the ground, move fast then hide and LISTEN.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_09 || &amp;lt;b&amp;gt;Send Covey a &amp;quot;Team OK&amp;quot; so he can release the air assets from standby.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_10 || &amp;lt;b&amp;gt;Weather's not too bad – good-to-go for your team's extraction.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_11 || &amp;lt;b&amp;gt;There are rumours of an NVA battalion in this area. Plant toe-poppers and dog-leg to avoid trackers. Now go find that road.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_12 || &amp;lt;b&amp;gt;OK well shit just got interesting, the NVA has a fucking triple-A site here! You must be really near to the battalion HQ! Back away from it and find the road. Damn, this could really fuck up the extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_13 || &amp;lt;b&amp;gt;OK here's your road – setup an observation post and monitor traffic and activity. Watch out for security patrols.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_14 || &amp;lt;b&amp;gt;Looks like Ho Chi Minh's planning a big party in the South. There's enough ordnance on those trucks to really ruin someone's day.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_15 || &amp;lt;b&amp;gt;OK move along the road north and see if you can find a good ambush spot. You'll be looking for a blind corner with good cover and easy egress.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_16 || &amp;lt;b&amp;gt;Security patrol! Avoid contact or the mission will fail and you'll have to fight your way out!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_17 || &amp;lt;b&amp;gt;This will do. Light's failing, find a suitable RON site for the team to camp til morning.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_18 || &amp;lt;b&amp;gt;OK one-zero, setup the team here in the briar thicket. Put out remote trigger claymores and sit tight til morning. No snoring!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_19 || &amp;lt;b&amp;gt;Shhh! Sau reports somethings coming! Wake everybody up... be really quiet.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_20 || &amp;lt;b&amp;gt;NVA! They haven't seen you, so stay totally quiet and still.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_21 || &amp;lt;b&amp;gt;Sau says they are from the triple-A site. They are worried that their security element hasn't showed up yet...&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_22 || &amp;lt;b&amp;gt;OK, track them to their site, and check it out. Go easy one zero. If there's any risk of compromise, back off. Grab your claymores and hustle.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_23 || &amp;lt;b&amp;gt;OK here's the plan: Take these fuckers down fast, wipe out the gun teams and then head for the road.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_24 || &amp;lt;b&amp;gt;Set up a claymore facing across the road. Remember you only want to take out the tires!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_25 || &amp;lt;b&amp;gt;Don't try to bite off too much here. Leave it 'til a solo truck comes along.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_26 || &amp;lt;b&amp;gt;Good work! Now hogtie the poor commie bastard and stick him with a syrette.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_27 || &amp;lt;b&amp;gt;You'll be glad you hit that triple-A now, head west fast, this shits about to go south.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_28 || &amp;lt;b&amp;gt;The Kingbees are coming! Covey will pick your LZ. Get there fast! The noise will have woken up that battalion!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_29 || &amp;lt;b&amp;gt;Here's the LZ. Take cover - hold this high ground! Call tac-air on the treeline!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_30 || &amp;lt;b&amp;gt;Kingbees are on the way, hold on! Keep the enemy off the LZ.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_31 || &amp;lt;b&amp;gt;Shit! The prisoner got zapped. OK never mind, keep laying it down you still gotta get home!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_32 || &amp;lt;b&amp;gt;Kingbee's here – get the team on board, fast!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_33 || &amp;lt;b&amp;gt;Well, you lost that commie, but the team made it out. Job done, shame about the Taipei gig. Maybe next time.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_34 || &amp;lt;b&amp;gt;Kingbee's here – load the prisoner first, and get the fuck outta this place.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_35 || &amp;lt;b&amp;gt;You made it! So many teams failed to get these kids back to camp. Even cut them off the strings when they put up a fight. You boys are off to Taipei, courtesy of Chief SOG!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_04_radiohint_36 || &amp;lt;b&amp;gt;Welcome back. Maybe skip the Recon Club and pack your shit, the bird is leaving for Da Nang. Best keep your head down or you may get sent out on a Bright Light before you make it outta the FOB. Well done One-zero!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_01 || &amp;lt;b&amp;gt;This is El Cid, I'll be advising you during this mission. Wiretaps are straightforward, so long as you don't get spotted.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw any additional weapons you may need. It's the building next to the TOC. Don't forget suppressors and your wiretap kit!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_03 || &amp;lt;b&amp;gt;A suppressed Sten will do for any trail security. Useful for snatching a prisoner if the opportunity arises.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_04 || &amp;lt;b&amp;gt;We use the 414 wiretap kit to intercept enemy commo by connecting it to a landline and recording the chatter. Place it carefully so it doesn't get spotted.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_05 || &amp;lt;b&amp;gt;Your interpreter Sau will monitor the commo while it's recording. Remember you need to call in the code word when it's hooked up.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_06 || &amp;lt;b&amp;gt;This looks like a suitable LZ. It's remote but within reach of the trail area to the Northeast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_07 || &amp;lt;b&amp;gt;Neutralise any LZ watchers or trail watchers who get in the team's way. Use toe-poppers to fix any trackers. They step over a log and it's Xin loi!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_08 || &amp;lt;b&amp;gt;Time to send Covey the 'Team OK'. Plant toe-poppers and dog-leg to avoid the trackers. Now go find a trail.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_09 || &amp;lt;b&amp;gt;You'll be here overnight, so keep an eye open for a remote, defendable RON site.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_10 || &amp;lt;b&amp;gt;The briefing let us know there's beaucoup enemy here, expect trails packed with troops and couriers.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_11 || &amp;lt;b&amp;gt;OK here's your trail – setup near the land line and monitor activity. Watch out for security patrols.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_12 || &amp;lt;b&amp;gt;It wraps to the left, so it's definitely NVA wire. Your 414 kit can monitor 25 miles of voice traffic, so you should get something useful here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_13 || &amp;lt;b&amp;gt;Sau dug a small hole for the ground return, and caked the cable in mud. Now he'll monitor the commo and dub any important notes direct to the tape. Let's hope the passing troops don't notice it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_14 || &amp;lt;b&amp;gt;Heads down! This trail sure is busy today. If anyone spots the cable, zap him with your suppressor and hide the body and blood fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_15 || &amp;lt;b&amp;gt;Oh shit, OK wipe them out silently.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_16 || &amp;lt;b&amp;gt;Well done, you kept it quiet, now stash the bodies and bikes fast.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_17 || &amp;lt;b&amp;gt;Good job, more meat for the wildlife.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_18 || &amp;lt;b&amp;gt;I guess this cable is too easy to spot, grab the kit and have the Team move out.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_19 || &amp;lt;b&amp;gt;Ok, fuck it… time to go, grab the recorder and clear the area before the NVA show up in force!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_20 || &amp;lt;b&amp;gt;This will do for a RON. Plenty of cover and concealment - time to get comfortable til morning. Don't forget to set out claymores.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_21 || &amp;lt;b&amp;gt;Sau says there was chatter about a Trung Ta nearby. That's a light colonel. Might be worth seeing if you can grab him, if his camp is not too well guarded. Maybe check it out at first light.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_22 || &amp;lt;b&amp;gt;Shhh! something's coming! That ain't a monkey. Easy does it... Just another night in Prairie Fire.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_23 || &amp;lt;b&amp;gt;Time to check in with Moonbeam.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_24 || &amp;lt;b&amp;gt;OK time to wake everyone up and break squelch with Covey. He's gotta be up there somewhere.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_25 || &amp;lt;b&amp;gt;Those NVA last night were heading north, track them to their camp and check it out. This is awfully risky, but might be worth it. If there's any risk of compromise, back off and extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_26 || &amp;lt;b&amp;gt;Looks like the Colonels in that billet. Well it's your call one-zero. If you think the team can take the camp down then go for it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_27 || &amp;lt;b&amp;gt;OK, that's them all down - your team sure has the right moves for recon work. Grab that Trung Ta and any intel and get out of here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_28 || &amp;lt;b&amp;gt;Well you nailed them, but the Colonel didn't make it and there's more NVA coming, you need to leave. Grab whatever intel you can find.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_29 || &amp;lt;b&amp;gt;Shit they have you surrounded. Hole up and pray Covey can work his magic. The team's in real trouble here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_30 || &amp;lt;b&amp;gt;This is getting real bad, you'll need to fight your way through them and break south.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_31 || &amp;lt;b&amp;gt;The Gnats are on their way! Covey has picked the best LZ. Get there fast! Sounds like a whole damn regiment is on its way!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_32 || &amp;lt;b&amp;gt;Here's the LZ… Whaaat the fuck? What is this place? Take cover and hold out til the extraction birds get here! Call tac-air on that treeline!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_33 || &amp;lt;b&amp;gt;Woo boy! Look at that! The Cobras are sure doing some damage. Gnats are on the way, hold on! Keep the enemy back.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_34 || &amp;lt;b&amp;gt;Ok the Gnats are here... Time to di di!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_35 || &amp;lt;b&amp;gt;HQ is gonna love this recording. Shame you didn't bag that light colonel. That's a weeks R&amp;amp;R down the pan. Let's hope there's some useful intel on the tape.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_36 || &amp;lt;b&amp;gt;Load the colonel on board and extract. It's getting too hot down here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_37 || &amp;lt;b&amp;gt;Well done one zero, the NVA are sure gonna be sore you bagged a Colonel. You'll get a week in Tokyo at least!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_05_radiohint_38 || &amp;lt;b&amp;gt;Welcome back. Drop the gear off at the TOC and then hit the showers and the recon bar. Don't forget to get your indigs some chow.  They sure saved your ass back there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_01 || &amp;lt;b&amp;gt;This is Staff Sgt. Jim Shorten, callsign &amp;quot;Wild Carrot&amp;quot;, I'll be advising you for this mission. Oscar 8 is a motherfucker target. You must have pissed off the S3 real bad to get assigned this one.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_02 || &amp;lt;b&amp;gt;Head over to S-4 and draw your weapons. Don't forget explosives.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_03 || &amp;lt;b&amp;gt;Breaching charges and satchels will be handy to sabotage any trucks you find before bugging out of the target.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_04 || &amp;lt;b&amp;gt;The 176th are flying you in today, the Minutemen are solid operators. For air support you've been assigned the Muskets gunships and the marines' Eagle Claw cobras... this much heat will be necessary to get you out of that hole.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_05 || &amp;lt;b&amp;gt;This is the LZ Covey ID'd for you this mornin. Looks OK I guess. Let's hope the Arclight got most of 'em.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_06 || &amp;lt;b&amp;gt;Send Covey the &amp;quot;Team OK&amp;quot; only when you're sure it's safe. Now let's see what the air force hit.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_07 || &amp;lt;b&amp;gt;Holy shit, the Minutemen just got taken out! Now you're in trouble. Fight your way off this open area, dig in and call Tac-Air! This is gonna be a shit-show!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_08 || &amp;lt;b&amp;gt;Get the team into cover one-zero, do it now!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_09 || &amp;lt;b&amp;gt;They have tanks to the west, and it's too open. You're gonna have to fight east through their camp. You must have landed right in the regimental HQ of the 559th. OK one-zero, let's keep the team together and fight hard, maybe in the confusion you can make it to a safe extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_10 || &amp;lt;b&amp;gt;Take out these bunkers while they're still dazed from the Arclight!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_11 || &amp;lt;b&amp;gt;Ok, with all the craziness going on, nobody seems to know you're here… Use the opportunity to ditch those explosives, take out the ammo and fuel stores here, and bug out. It may distract the NVA from finding you. Don't hang around here longer than 5 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_12 || &amp;lt;b&amp;gt;That'll keep them busy putting out fires, and they may confuse the cooking off ammo for a firefight. Keep moving south-east, gotta find a safe extract.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_13 || &amp;lt;b&amp;gt;Damn it! We're losing a lot of good men today. Just keep the team moving, they won't leave you here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_14 || &amp;lt;b&amp;gt;Looks like a truck park, if you've still got any explosives, set charges and keep moving, give it max... 5 mikes.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_15 || &amp;lt;b&amp;gt;OK that P12 radar truck is fucking up your extraction, either take it out or mark it for air.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_16 || &amp;lt;b&amp;gt;Well done taking care of the radar. Now how about we knock out that HQ hootch? Could be General Giap himself in there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_17 || &amp;lt;b&amp;gt;Ha! Well you sure FUCKED them up!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_18 || &amp;lt;b&amp;gt;OK one-zero, it's time to get out of here, get the team to the river.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_19 || &amp;lt;b&amp;gt;Ok, fuck it… time to get wet, either swim it, or grab a boat before the NVA realise where you are. The marine cobras will keep their heads down! Get it done!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_20 || &amp;lt;b&amp;gt;OK, you made it across, good job, now get your asses to the LZ and hold the bastards off til the extraction birds get there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_21 || &amp;lt;b&amp;gt;MINUTEMAN 2 is inbound! This is a good LZ Keep the bastards off it! Call tac-air on the western shore!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_22 || &amp;lt;b&amp;gt;Oh boy! Look at that! The NVA navy just got a gift from Uncle Sam. Ok MINUTEMAN is here... Time to di di!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_23 || &amp;lt;b&amp;gt;Fuckin' Oscar Eight man. That damned target. We lost so many good pilots today, but at least you guys kicked the shit out of the NVA down there. HQ should nuke that fucking target.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_24 || &amp;lt;b&amp;gt;Welcome back. Grab a bite to eat and get back on the ship, we need every team on Bright Light. It's gonna be a long night...&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_25 || &amp;lt;b&amp;gt;Well done taking care of the radar.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_06_radiohint_26 || &amp;lt;b&amp;gt;Now how about we knock out that HQ hootch? Could be General Giap himself in there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_coop_07_radiohint_13 || &amp;lt;b&amp;gt;A high speed trail – the kind the bastards use to move ammo between cache sites. Shadow it and you might find one.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_01 || &amp;lt;b&amp;gt;Welcome to Temporary Duty man. You ain't mad, I'm Staff Sergeant Jim Shorten, the S-1 asked me to show you around. I'll be like a voice in your head 'til you get your shit squared away.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_02 || &amp;lt;b&amp;gt;This shit-hole is Pleiku. Try not to breathe in the dust or you'll be coughing all night.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_03 || &amp;lt;b&amp;gt;Jump in the quarter-ton - we'll head out to the range. It's on the other side of the flight-line.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_04 || &amp;lt;b&amp;gt;It gets kinda busy here, Pleiku is a launch site for all kinds of ops.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_05 || &amp;lt;b&amp;gt;I did my first tour here in the Navy down at Da Nang, then I volunteered for airborne just like you.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_06 || &amp;lt;b&amp;gt;Hey if you get a free night in Saigon, check out the Kitty Bar. They got a chick there by the name of Yen, tell her Jimi sent ya.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_07 || &amp;lt;b&amp;gt;OK here's the range, help yourself to whatever... shoot to the East so you don't hit anything important.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_08 || &amp;lt;b&amp;gt;Armed Forces Vietnam radio - the music is sweet but the ads suck. That button-snatcher dude needs to get fragged.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_10 || &amp;lt;b&amp;gt;Ok time to go, the slick will take you on up to Quan Loi. You'll be able to get in some real practice up there... it gets hot, especially at night.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_11 || &amp;lt;b&amp;gt;Don't forget to use earplugs in the huey. It'll keep you sane.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_12 || &amp;lt;b&amp;gt;Well here it is, Quan Loi Base Camp. It's near an old rubber plantation, though not much of that is left. They don't call it Rocket City for nothin'!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_13 || &amp;lt;b&amp;gt;And here it is! Right on time! Charlie has some mortars out there. Report to the command bunker and keep your head down. Don't wanna catch any shrapnel.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_14 || &amp;lt;b&amp;gt;Well the captain is happy to have you here on TDY, he said to take a patrol out and familiarise yourself with the neighborhood. See if you can find those fuckin mortars.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_15 || &amp;lt;b&amp;gt;Watch out for traps out here, Charlie likes to leave tripwires and them punji stakes. Ugh, they give me the creeps, the VC rub their shit on 'em to give 'em extra flavor! Fuckin animals.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_16 || &amp;lt;b&amp;gt;Lower your weapon, it makes you move better and you won't look so much like a freaked out cherry!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_17 || &amp;lt;b&amp;gt;Ok, easy does it, use your walk key to go slowly, it will reduce your noise... and crouch or crawl to be less visible. Out here, noise discipline is key to survival. Only cherries run.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_18 || &amp;lt;b&amp;gt;Good shootin'! If you still got any C4 plant it on the tube. If we had more time I'd show ya how to use gasoline to sabotage one of these. Charlie doesn't know a thing until he goes to drop a round in and blows himself and his buddies to pieces… hehehe&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_19 || &amp;lt;b&amp;gt;That's one team that won't be fuckin with us tonight. Good job.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_20 || &amp;lt;b&amp;gt;Wow, what happened to those guys? Looks like their ammo malfunctioned. Dumb bastards.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_21 || &amp;lt;b&amp;gt;Another mortar team taken out. Good job.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_22 || &amp;lt;b&amp;gt;Ok it's time to head back... you do not wanna get stuck out here after dark. Easy does it going back into camp. Make sure you don't get shot up by Yards thinking you're a VC.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_23 || &amp;lt;b&amp;gt;Your team is needed at the radio relay! They just killed a sapper in the wire.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_24 || &amp;lt;b&amp;gt;Ok watch the wire to the south, that's where they shot the VC.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_25 || &amp;lt;b&amp;gt;Remember your drills! When near a wall or bunker or laying down, you can rest your weapon and hold your breath to stabilise it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_26 || &amp;lt;b&amp;gt;Nail them sonsabitches before they can blow up your wire.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_27 || &amp;lt;b&amp;gt;The captain said they think there's sappers bypassing this hill and creeping up to the main camp. Check your north.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_28 || &amp;lt;b&amp;gt;Ok time to call up some support. Use your radio action to get some lumes on the perimeter, then call HE on any fuckin' sappers dumb enough to go for the camp.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_29 || &amp;lt;b&amp;gt;Ok you'd better get back to the camp, there's reports of a lot of enemy further out, it's gonna be busy tonight. Take the quarter-ton.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_30 || &amp;lt;b&amp;gt;VC! Take them out and keep driving! Get to the camp!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_31 || &amp;lt;b&amp;gt;The VC are comin! Get to a bunker and find a machine gun!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_32 || &amp;lt;b&amp;gt;Pick your shots, use small bursts! Don't let the flash blind you.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_33 || &amp;lt;b&amp;gt;Aim just below their muzzle-flashes. Use tracers to adjust your shots.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_34 || &amp;lt;b&amp;gt;Use grenades if you hear 'em gettin' close. Remember to check which type you've got!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_35 || &amp;lt;b&amp;gt;Here come the cavalry! These guys will dig you out of the shit so many times on your tour. If you see them back at Pleiku always buy them a beer.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_36 || &amp;lt;b&amp;gt;Well you did real good for your first time. You might wanna ditch this TDY and sign on for a special unit I just joined myself.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_01_radiohint_37 || &amp;lt;b&amp;gt;One of my old navy buddies is down at the pier, he'll take you to Da Nang. When you get there ask for FOB4, it's right on China Beach, tell them Wild Carrot sent ya! If I see you in the recon bar, I'll buy you a Savage!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_02 | vn_sp_02_v_radiohint_02 || &amp;lt;b&amp;gt;Hey little brother it's me Dung. You are not crazy, I'm still training in the north, but today, like a dream, I will stand beside you and teach you something OK?&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_03 | vn_sp_02_v_radiohint_03 || &amp;lt;b&amp;gt;New village of Kiem Tra has grown brother. Ba would be proud of you defending it when the foreign soldiers come.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_04 | vn_sp_02_v_radiohint_04 || &amp;lt;b&amp;gt;The local forces have received new weapons from the north last night. You can walk down to the river and practice shooting.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_05 | vn_sp_02_v_radiohint_05 || &amp;lt;b&amp;gt;Many bad things happened in the old village when the French came. They took Ba away. It is good that big sister is far away in Saigon now. Only you can defend home village.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_06 | vn_sp_02_v_radiohint_06 || &amp;lt;b&amp;gt;OK here are the weapons from the north, try shooting them across river so you don't hit Tiens buffalo.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_07 | vn_sp_02_v_radiohint_07 || &amp;lt;b&amp;gt;After you finish your practice, you can answer the radio.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_08 | vn_sp_02_v_radiohint_08 || &amp;lt;b&amp;gt;The 22-millimeter rifle grenade is expensive. You can fire frag, flares, and smoke grenades and even use a special HEAT grenade against tanks. But the grenades are old, don't risk your life on them.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_09 | vn_sp_02_v_radiohint_09 || &amp;lt;b&amp;gt;It is a great honour to be allowed to operate these machine guns. You can kill many enemies with them. But, little brother, always remember to fire in short bursts.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_10 | vn_sp_02_v_radiohint_10 || &amp;lt;b&amp;gt;The Chinese rifle is very good, never breaks, lasts a long time. Make sure you clean it often.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_11 | vn_sp_02_v_radiohint_11 || &amp;lt;b&amp;gt;This equipment is very rare, you must be careful. You can see enemies very far away. Only specially trained militia can use it. You must learn how to rest the weapon on the ground and when to hold your breath.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_12 | vn_sp_02_v_radiohint_12 || &amp;lt;b&amp;gt;The SKS rifle is accurate and some can fire grenades. It has a bayonet for stabbing enemies, and an optic for specially trained men.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_13 | vn_sp_02_v_radiohint_13 || &amp;lt;b&amp;gt;Keep a pistol nearby at all times brother. It can save your life when soldiers find you.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_14 | vn_sp_02_v_radiohint_14 || &amp;lt;b&amp;gt;Ba used this for hunting ducks. It is crazy to use in battle, but if you have nothing else, it is still good enough to kill enemies! You can cut off the barrel but that annoy the ghost of Ba.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_15 | vn_sp_02_v_radiohint_15 || &amp;lt;b&amp;gt;The carbine is American, it came from the Japan war. It's old but reliable and not very heavy. Good for a young soldier.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_16 | vn_sp_02_v_radiohint_16 || &amp;lt;b&amp;gt;This is an automatic machinegun... it shoots very fast, kills lot of enemies brother. There are others in the box like this one.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_17 | vn_sp_02_v_radiohint_17 || &amp;lt;b&amp;gt;When you go to fight, always carry many grenades… frags and smoke. If you're really lucky you can get anti-tank grenades. It kills enemy tank easily.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_18 | vn_sp_02_v_radiohint_18 || &amp;lt;b&amp;gt;We have two types of rocket. Old B40 and new B41. Both can kill an enemy tank, but better for helicopter or enemy patrol ambush. Carry a special pack of rockets for it.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_19 | vn_sp_02_v_radiohint_19 || &amp;lt;b&amp;gt;It is good you learned to make booby-traps for enemy soldiers. Keep them away from village. Make traps with food cans and grenades or with bamboo spikes, and hurt enemy soldiers so they will give up.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_20 | vn_sp_02_v_radiohint_20 || &amp;lt;b&amp;gt;These big guns from north are for defending camp. Try them all. The fifty-one is best, to kill helicopters when they come.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_21 | vn_sp_02_v_radiohint_21 || &amp;lt;b&amp;gt;We use 60 and 82 millimetre Chinese mortars for attacking the American camp. They fire HE, smoke and even flares to light up the area. You can use a special artillery map for fire-missions, or the optic if you can see the enemy close.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_22 | vn_sp_02_v_radiohint_22 || &amp;lt;b&amp;gt;Ok little brother, practice over, go back to the village.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_23 | vn_sp_02_v_radiohint_23 || &amp;lt;b&amp;gt;Oh no! When helicopters come like that it means soldiers soon come. Hurry back to the village!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_24 | vn_sp_02_v_radiohint_24 || &amp;lt;b&amp;gt;You must take traps from the cache, so they are not found, put them by the old village so the enemy soldiers walk on them! You must hurry!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_25 | vn_sp_02_v_radiohint_25 || &amp;lt;b&amp;gt;Quickly before the soldiers come, set traps all around this place. Make them pay!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_26 | vn_sp_02_v_radiohint_26 || &amp;lt;b&amp;gt;Good, now go hide in the forest and wait for the enemy. When they come you ambush them in open fields.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_27 | vn_sp_02_v_radiohint_27 || &amp;lt;b&amp;gt;You can see whole area from here. This is a good place little brother. Let the soldiers come... when they stand in the field, you shoot them.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_28 | vn_sp_02_v_radiohint_28 || &amp;lt;b&amp;gt;Be patient, and stay hidden brother. Wait til for the right time to fire.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_29 | vn_sp_02_v_radiohint_29 || &amp;lt;b&amp;gt;Ok, now shoot! Get as many as you can before they see you.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_30 | vn_sp_02_v_radiohint_30 || &amp;lt;b&amp;gt;It's time for Hoang to go. Run to the others in the camp, so the enemies follow you. Then they will not cause problems in the village.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_31 | vn_sp_02_v_radiohint_31 || &amp;lt;b&amp;gt;Run now brother, if helicopters come, you will die here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_32 | vn_sp_02_v_radiohint_32 || &amp;lt;b&amp;gt;There are bunkers here to protect you. Use heavy weapons to shoot the enemies who come.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_33 | vn_sp_02_v_radiohint_33 || &amp;lt;b&amp;gt;Shoot all enemies with the machine guns, make them pay for coming here.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_34 | vn_sp_02_v_radiohint_34 || &amp;lt;b&amp;gt;Quick, shoot at the helicopter! Stop him shooting the camp!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_35 | vn_sp_02_v_radiohint_35 || &amp;lt;b&amp;gt;Well done brother! You will get a special medal for that in the north. Now you must go. Lots of enemies coming now. Go to the west, there is a secret place there.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_36 | vn_sp_02_v_radiohint_36 || &amp;lt;b&amp;gt;Keep running Hoang, don't die here. Go quickly!&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_37 | vn_sp_02_v_radiohint_37 || &amp;lt;b&amp;gt;OK, this is a tunnel for the special VC forces. You go inside now, quickly before soldiers come.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_38 | vn_sp_02_v_radiohint_38 || &amp;lt;b&amp;gt;Go deep inside the tunnel brother, it goes for miles, you be safe now.&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://community.bistudio.com/wiki/CfgSounds CfgSounds] || vn_sp_02_e_radiohint_39 | vn_sp_02_v_radiohint_39 || &amp;lt;b&amp;gt;The village is all gone now, no reason to stay, come to the north and help the army! We will come back and fight together... throw foreign soldiers out of our homeland!&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Export function ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
private _cfgSounds = configFile &amp;gt;&amp;gt; &amp;quot;CfgSounds&amp;quot;;&lt;br /&gt;
private _cfgRadio = configFile &amp;gt;&amp;gt; &amp;quot;CfgRadio&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
private _fnc_getData = {&lt;br /&gt;
	params [&amp;quot;_config&amp;quot;, &amp;quot;_formatClass&amp;quot;, &amp;quot;_formatText&amp;quot;];&lt;br /&gt;
	private _data = [];&lt;br /&gt;
	&lt;br /&gt;
	for &amp;quot;_mission&amp;quot; from 1 to 20 do {&lt;br /&gt;
		private _missionStr = if (_mission &amp;lt; 10) then {format [&amp;quot;0%1&amp;quot;, _mission]} else {str _mission};&lt;br /&gt;
	&lt;br /&gt;
		for &amp;quot;_dialog&amp;quot; from 1 to 100 do {&lt;br /&gt;
			private _dialogStr = if (_dialog &amp;lt; 10) then {format [&amp;quot;0%1&amp;quot;, _dialog]} else {str _dialog};&lt;br /&gt;
		&lt;br /&gt;
			private _class = format [_formatClass, _missionStr, _dialogStr, &amp;quot;e&amp;quot;];&lt;br /&gt;
			private _string = format [_formatText, _missionStr, _dialogStr];&lt;br /&gt;
			if (!isLocalized _string || {!isClass (_config &amp;gt;&amp;gt; _class)}) exitWith {&lt;br /&gt;
				diag_log [_class, isClass (_config &amp;gt;&amp;gt; _class), _string, isLocalized _string];&lt;br /&gt;
			};&lt;br /&gt;
			&lt;br /&gt;
			private _classViet = format [_formatClass, _missionStr, _dialogStr, &amp;quot;v&amp;quot;];&lt;br /&gt;
			if (_classViet != _class) then {&lt;br /&gt;
				_class = _class + &amp;quot; | &amp;quot; + _classViet;&lt;br /&gt;
			};&lt;br /&gt;
			&lt;br /&gt;
			_data pushBack [_class, localize _string];&lt;br /&gt;
		};&lt;br /&gt;
	};&lt;br /&gt;
	&lt;br /&gt;
	_data // return&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
private _fnc_buildTable = {&lt;br /&gt;
	private _tableText = &amp;quot;{| class=&amp;quot;&amp;quot;wikitable sortable&amp;quot;&amp;quot;&lt;br /&gt;
	|-&lt;br /&gt;
	! Config !! Class !! Text&amp;quot; + endl;&lt;br /&gt;
&lt;br /&gt;
	{&lt;br /&gt;
		private _config = configName _cfgRadio;&lt;br /&gt;
		_x params [&amp;quot;_class&amp;quot;, &amp;quot;_text&amp;quot;];&lt;br /&gt;
		_tableText = _tableText + &amp;quot;|-&amp;quot; + endl + &amp;quot;| &amp;quot; + &amp;quot;[&amp;quot; + &amp;quot;https://community.bistudio.com/wiki/&amp;quot; + _config +&amp;quot; &amp;quot; + _config + &amp;quot;]&amp;quot; + &amp;quot; || &amp;quot; + _class + &amp;quot; || &amp;quot; + &amp;quot;&amp;lt;b&amp;gt;&amp;quot; + _text + &amp;quot;&amp;lt;/b&amp;gt;&amp;quot; + endl;&lt;br /&gt;
	} forEach radioData; &lt;br /&gt;
&lt;br /&gt;
	{&lt;br /&gt;
		private _config = configName _cfgSounds;&lt;br /&gt;
		_x params [&amp;quot;_class&amp;quot;, &amp;quot;_text&amp;quot;];&lt;br /&gt;
		_tableText = _tableText + &amp;quot;|-&amp;quot; + endl + &amp;quot;| &amp;quot; + &amp;quot;[&amp;quot; + &amp;quot;https://community.bistudio.com/wiki/&amp;quot; + _config +&amp;quot; &amp;quot; + _config + &amp;quot;]&amp;quot; + &amp;quot; || &amp;quot; + _class + &amp;quot; || &amp;quot; + &amp;quot;&amp;lt;b&amp;gt;&amp;quot; + _text + &amp;quot;&amp;lt;/b&amp;gt;&amp;quot; + endl;&lt;br /&gt;
	} forEach soundsData; &lt;br /&gt;
&lt;br /&gt;
	(_tableText + endl + &amp;quot;|}&amp;quot;) // return&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
radioData = [];&lt;br /&gt;
soundsData = [];&lt;br /&gt;
&lt;br /&gt;
// 1.0 coop&lt;br /&gt;
radioData append ([_cfgRadio, &amp;quot;vn_radiocom_coop_%1_%2&amp;quot;, &amp;quot;STR_VN_RCOMMS_CO%1_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
soundsData append  ([_cfgSounds, &amp;quot;vn_coop_%1_radiohint_%2&amp;quot;, &amp;quot;STR_VN_HINTS_CO%1_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
&lt;br /&gt;
// 1.2 coop&lt;br /&gt;
radioData append ([_cfgRadio, &amp;quot;vn_radiocom_coop_%1_e01_%2&amp;quot;, &amp;quot;STR_VN_RCOMMS_CO%1_E01_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
&lt;br /&gt;
// 1.0 sp&lt;br /&gt;
soundsData append ([_cfgSounds, &amp;quot;vn_sp_%1_radiohint_%2&amp;quot;, &amp;quot;STR_VN_RCOMMS_SP%1_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
soundsData append ([_cfgSounds, &amp;quot;vn_sp_%1_%3_radiohint_%2&amp;quot;, &amp;quot;STR_VN_RCOMMS_SP%1_%2&amp;quot;] call _fnc_getData);&lt;br /&gt;
&lt;br /&gt;
private _table = ([] call _fnc_buildTable);&lt;br /&gt;
// copyToClipboard _table; // causes encoding issues&lt;br /&gt;
text _table // return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Advanced_Logistics&amp;diff=11638</id>
		<title>Advanced Logistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Advanced_Logistics&amp;diff=11638"/>
		<updated>2022-10-14T15:52:40Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: Add info about &amp;quot;vn_log_enablePickup&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Logistics ==&lt;br /&gt;
&lt;br /&gt;
==== This page will guide you through adding the Advanced Logistics module to your mission. ====&lt;br /&gt;
This module allows players to carry objects and store them vehicles to provide an easy way to transport them between two points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Eden Editor ====&lt;br /&gt;
&lt;br /&gt;
To add the module to your mission all you need to do is place the module '''Advanced Logistics''' into your mission, you do not need to sync anything to it.&lt;br /&gt;
&lt;br /&gt;
For advanced users, you can spawn the module '''vn_module_logistics''' dynamically during the pre-init of your mission. Spawning the module during gameplay may not work as intended and cause unforeseen side effects or bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Configuration Files ====&lt;br /&gt;
&lt;br /&gt;
The main bulk of the work to get the advanced logistics module working in your mission is through the configuration files for the module.&lt;br /&gt;
&lt;br /&gt;
An already built config file from Mike Force [https://pastebin.com/raw/T4LzNZuc is available here], it contains most of the default static weapons and vehicles available in the CDLC.&lt;br /&gt;
&lt;br /&gt;
All of the following can either be added to the base game config (for mods) or to a missions description.ext file (for missions).&lt;br /&gt;
&lt;br /&gt;
* In your config folder create a new class called '''vn_logistics'''&lt;br /&gt;
* Inside this class create two classes called '''vehicle_data''' and '''item_data'''&lt;br /&gt;
** The '''vehicle_data''' class will contain all the information about the weight and size that vehicles are able to carry&lt;br /&gt;
** The '''item_data''' class will contain all the information about how large and heavy an object is to carry&lt;br /&gt;
* Inside the '''vehicle_data''' class you can add all the vehicles which you would like players to be able to load objects into.&amp;lt;br/&amp;gt;&lt;br /&gt;
Use this template to get started&lt;br /&gt;
    '''// This is the classname of the vehicle''' &lt;br /&gt;
    class b_truck_01_mover_f&lt;br /&gt;
    {&lt;br /&gt;
    	'''// This is the maximum weight the vehicle can carry (KG)'''&lt;br /&gt;
    	'''// -1 weight will disable the vehicles logistics system.'''&lt;br /&gt;
    	inventory_max_weight = 90;&lt;br /&gt;
    	'''// This is the maximum size of an object that the vehicle can carry (M^2)'''&lt;br /&gt;
    	inventory_max_size = 15;&lt;br /&gt;
    };&lt;br /&gt;
&lt;br /&gt;
* Inside the '''item_data''' class you can add all the objects which you would like players to be able to pickup, move, and load into vehicles.&amp;lt;br/&amp;gt;&lt;br /&gt;
Use this template to get started&lt;br /&gt;
    '''// This is the classname of the object'''&lt;br /&gt;
    class land_bagfence_long_f&lt;br /&gt;
    {&lt;br /&gt;
    	'''// Weight of the item (KG) - Used in calculations when loading/unloading'''&lt;br /&gt;
    	'''// -1 weight will disable the vehicles logistics system.'''&lt;br /&gt;
    	item_weight = 15;&lt;br /&gt;
    	'''// Size of the item (M^2) - Used in calculations when loading/unloading'''&lt;br /&gt;
    	item_size = 2.5;&lt;br /&gt;
    	'''// Distance item should be when spawned in front of the player'''&lt;br /&gt;
    	'''// This is hard coded to a minimum of 2 meters'''&lt;br /&gt;
    	spawn_distance = 2;&lt;br /&gt;
    	'''// This is the spawn rotation offset for the item. Usually -90/+90 degrees'''&lt;br /&gt;
    	rotation_offset = 0;&lt;br /&gt;
    };&lt;br /&gt;
&lt;br /&gt;
* Once you've added all the vehicles and items to your config then the advanced logistics module is setup and ready to go.&lt;br /&gt;
&lt;br /&gt;
==== Scripting ====&lt;br /&gt;
&lt;br /&gt;
Objects can be blocked from being picked up by setting '''vn_log_enablePickup''' object variable to false/true:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;this setVariable [&amp;quot;vn_log_enablePickup&amp;quot;, false];&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Modules]]&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Onslaught_Module&amp;diff=11637</id>
		<title>Onslaught Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Onslaught_Module&amp;diff=11637"/>
		<updated>2022-07-19T23:58:07Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Onslaught Module ==&lt;br /&gt;
&lt;br /&gt;
==== This page will guide you through adding the Onslaught module to your mission. ====&lt;br /&gt;
This module will spawn units and automatically give the units orders based on the spawn points tactic attribute.&lt;br /&gt;
Mission creators can setup this module to have a constant stream of units fighting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Eden Editor ====&lt;br /&gt;
&lt;br /&gt;
To add the module to your mission you will need to place down the '''Onslaught Init''' module into your mission. Then place down at least two '''Onslaught Spawn''' modules, making sure there is at least a single spawn module for both OPFOR and BLUFOR.&lt;br /&gt;
&lt;br /&gt;
The '''Onslaught Init''' module has four attributes,&lt;br /&gt;
* '''BLUFOR Units'''&lt;br /&gt;
** This is the array of classnames that will be spawned for the BLUFOR side&lt;br /&gt;
* '''Maximum BLUFOR AI'''&lt;br /&gt;
** This is the maximum number of AI to spawn on the BLUFOR side in total, once a unit dies it will respawn at a random BLUFOR spawn point.&lt;br /&gt;
* '''OPFOR Units'''&lt;br /&gt;
** This is the array of classnames that will be spawned for the OPFOR side&lt;br /&gt;
* '''Maximum OPFOR AI'''&lt;br /&gt;
** This is the maximum number of AI to spawn on the OPFOR side in total, once a unit dies it will respawn at a random OPFOR spawn point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each '''Onslaught Spawn''' module can have it's own side and tactic assigned in the modules attributes. The side determines what side will spawn at that position, while tactics decides what the AI units do when they are spawned.&lt;br /&gt;
* '''Defensive'''&lt;br /&gt;
** Units will hold position at this spawn point, good for units who are attempting to hold a base or fortification.&lt;br /&gt;
* '''Offensive'''&lt;br /&gt;
** Units will be given a waypoint on a random enemy spawn point, useful for units who you want to attack a base or fortification.&lt;br /&gt;
&lt;br /&gt;
The '''Onslaught Spawn''' modules need to be synchronized to the main '''Onslaught Init''' module for them to be seen as spawn points by the module. Spawning can be delayed by synchronizing the Init module to the trigger, module will be not activated until trigger is activated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Configuration Files ====&lt;br /&gt;
&lt;br /&gt;
This module does not have any configuration files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== During Gameplay ====&lt;br /&gt;
&lt;br /&gt;
The AI will automatically start spawning and following the assigned tactic of their spawn point. Be aware that this module will run continuously, even if there are no players near-by, therefore it's advised to only use this module if it's the main part of the mission, or if you want a never ending onslaught on enemy units.&lt;br /&gt;
&lt;br /&gt;
==== Scripting ====&lt;br /&gt;
&lt;br /&gt;
Unit spawning can be pasued/resumed by setting the '''vn_onslaught_running''' object variable to false/true:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;module setVariable [&amp;quot;vn_onslaught_running&amp;quot;, false];&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deletion of the module will stop the spawning script from running.&lt;br /&gt;
&lt;br /&gt;
[[Category: Modules]]&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Onslaught_Module&amp;diff=11636</id>
		<title>Onslaught Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Onslaught_Module&amp;diff=11636"/>
		<updated>2022-07-19T23:57:41Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: Add info about trigger activation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Onslaught Module ==&lt;br /&gt;
&lt;br /&gt;
==== This page will guide you through adding the Onslaught module to your mission. ====&lt;br /&gt;
This module will spawn units and automatically give the units orders based on the spawn points tactic attribute.&lt;br /&gt;
Mission creators can setup this module to have a constant stream of units fighting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Eden Editor ====&lt;br /&gt;
&lt;br /&gt;
To add the module to your mission you will need to place down the '''Onslaught Init''' module into your mission. Then place down at least two '''Onslaught Spawn''' modules, making sure there is at least a single spawn module for both OPFOR and BLUFOR.&lt;br /&gt;
&lt;br /&gt;
The '''Onslaught Init''' module has four attributes,&lt;br /&gt;
* '''BLUFOR Units'''&lt;br /&gt;
** This is the array of classnames that will be spawned for the BLUFOR side&lt;br /&gt;
* '''Maximum BLUFOR AI'''&lt;br /&gt;
** This is the maximum number of AI to spawn on the BLUFOR side in total, once a unit dies it will respawn at a random BLUFOR spawn point.&lt;br /&gt;
* '''OPFOR Units'''&lt;br /&gt;
** This is the array of classnames that will be spawned for the OPFOR side&lt;br /&gt;
* '''Maximum OPFOR AI'''&lt;br /&gt;
** This is the maximum number of AI to spawn on the OPFOR side in total, once a unit dies it will respawn at a random OPFOR spawn point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each '''Onslaught Spawn''' module can have it's own side and tactic assigned in the modules attributes. The side determines what side will spawn at that position, while tactics decides what the AI units do when they are spawned.&lt;br /&gt;
* '''Defensive'''&lt;br /&gt;
** Units will hold position at this spawn point, good for units who are attempting to hold a base or fortification.&lt;br /&gt;
* '''Offensive'''&lt;br /&gt;
** Units will be given a waypoint on a random enemy spawn point, useful for units who you want to attack a base or fortification.&lt;br /&gt;
&lt;br /&gt;
The '''Onslaught Spawn''' modules need to be synchronized to the main '''Onslaught Init''' module for them to be seen as spawn points by the module. Spawning can be delayed by synchronizing the module to the trigger, module will be not activated until trigger is activated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Configuration Files ====&lt;br /&gt;
&lt;br /&gt;
This module does not have any configuration files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== During Gameplay ====&lt;br /&gt;
&lt;br /&gt;
The AI will automatically start spawning and following the assigned tactic of their spawn point. Be aware that this module will run continuously, even if there are no players near-by, therefore it's advised to only use this module if it's the main part of the mission, or if you want a never ending onslaught on enemy units.&lt;br /&gt;
&lt;br /&gt;
==== Scripting ====&lt;br /&gt;
&lt;br /&gt;
Unit spawning can be pasued/resumed by setting the '''vn_onslaught_running''' object variable to false/true:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;module setVariable [&amp;quot;vn_onslaught_running&amp;quot;, false];&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deletion of the module will stop the spawning script from running.&lt;br /&gt;
&lt;br /&gt;
[[Category: Modules]]&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Onslaught_Module&amp;diff=11635</id>
		<title>Onslaught Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Onslaught_Module&amp;diff=11635"/>
		<updated>2022-07-19T23:55:39Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: Add info about pausing/stopping the spawn.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Onslaught Module ==&lt;br /&gt;
&lt;br /&gt;
==== This page will guide you through adding the Onslaught module to your mission. ====&lt;br /&gt;
This module will spawn units and automatically give the units orders based on the spawn points tactic attribute.&lt;br /&gt;
Mission creators can setup this module to have a constant stream of units fighting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Eden Editor ====&lt;br /&gt;
&lt;br /&gt;
To add the module to your mission you will need to place down the '''Onslaught Init''' module into your mission. Then place down at least two '''Onslaught Spawn''' modules, making sure there is at least a single spawn module for both OPFOR and BLUFOR.&lt;br /&gt;
&lt;br /&gt;
The '''Onslaught Init''' module has four attributes,&lt;br /&gt;
* '''BLUFOR Units'''&lt;br /&gt;
** This is the array of classnames that will be spawned for the BLUFOR side&lt;br /&gt;
* '''Maximum BLUFOR AI'''&lt;br /&gt;
** This is the maximum number of AI to spawn on the BLUFOR side in total, once a unit dies it will respawn at a random BLUFOR spawn point.&lt;br /&gt;
* '''OPFOR Units'''&lt;br /&gt;
** This is the array of classnames that will be spawned for the OPFOR side&lt;br /&gt;
* '''Maximum OPFOR AI'''&lt;br /&gt;
** This is the maximum number of AI to spawn on the OPFOR side in total, once a unit dies it will respawn at a random OPFOR spawn point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each '''Onslaught Spawn''' module can have it's own side and tactic assigned in the modules attributes. The side determines what side will spawn at that position, while tactics decides what the AI units do when they are spawned.&lt;br /&gt;
* '''Defensive'''&lt;br /&gt;
** Units will hold position at this spawn point, good for units who are attempting to hold a base or fortification.&lt;br /&gt;
* '''Offensive'''&lt;br /&gt;
** Units will be given a waypoint on a random enemy spawn point, useful for units who you want to attack a base or fortification.&lt;br /&gt;
*** There is currently a bug with BLUFOR units not following offensive waypoints, this issue can be fixed by '''[https://pastebin.com/raw/K5BG8d1P running this code once the mission starts]'''.&lt;br /&gt;
&lt;br /&gt;
The '''Onslaught Spawn''' modules need to be synchronized to the main '''Onslaught Init''' module for them to be seen as spawn points by the module.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Configuration Files ====&lt;br /&gt;
&lt;br /&gt;
This module does not have any configuration files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== During Gameplay ====&lt;br /&gt;
&lt;br /&gt;
The AI will automatically start spawning and following the assigned tactic of their spawn point. Be aware that this module will run continuously, even if there are no players near-by, therefore it's advised to only use this module if it's the main part of the mission, or if you want a never ending onslaught on enemy units.&lt;br /&gt;
&lt;br /&gt;
==== Scripting ====&lt;br /&gt;
&lt;br /&gt;
Unit spawning can be pasued/resumed by setting the '''vn_onslaught_running''' object variable to false/true:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;module setVariable [&amp;quot;vn_onslaught_running&amp;quot;, false];&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deletion of the module will stop the spawning script from running.&lt;br /&gt;
&lt;br /&gt;
[[Category: Modules]]&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Respawning_Garrison&amp;diff=11634</id>
		<title>Respawning Garrison</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Respawning_Garrison&amp;diff=11634"/>
		<updated>2022-07-19T23:41:45Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Respawning Garrison ==&lt;br /&gt;
&lt;br /&gt;
This page will guide you through adding the Respawning Garrison module to your mission.&lt;br /&gt;
&lt;br /&gt;
This module will continously fill synchronized AI groups with new units until it runs out of tickets or player will step into its area.&lt;br /&gt;
&lt;br /&gt;
=== Eden Editor - Setting up the garrison ===&lt;br /&gt;
&lt;br /&gt;
To setup the respawning garrison, place the module in the editor and synchronize it to the AI units, whole group of the synchronized unit will be added to the garrsion. Multiple groups can be added to single garrison.&lt;br /&gt;
The module can be synchronized to a trigger which will activate the spawning of the units, or alternatively the ''Code'' attribute can be used to enable the spawning by returining ''true''. Once the garrison is enabled deactivation of the trigger or returning ''false'' from the code will not stop the spawning, garrison does not support other means of deactivation than player getting into the module area or exhaustion of all available tickets.&lt;br /&gt;
&lt;br /&gt;
All synchronized triggers and code work as &amp;quot;or&amp;quot;, if only one of them is activated/return true the garrison will be activated.&lt;br /&gt;
&lt;br /&gt;
'''Attributes:'''&lt;br /&gt;
* Respawn tickets - how many units can be spawned by the module&lt;br /&gt;
* Code - code condition used to activate the garrison spawning&lt;br /&gt;
&lt;br /&gt;
==== Spawning behaviour ====&lt;br /&gt;
&lt;br /&gt;
On the mission start, garrisoned units will be hidden, their simulation and damage will be disabled. Handled groups are '''not''' removed, they're just hidden, this allows mission maker to use the editor assigned group variables and waypoints.&lt;br /&gt;
&lt;br /&gt;
Once the module will be activated it will unhide and &amp;quot;enable&amp;quot; the units of the handled groups, after that it will try to maintain the initial amount of units in each of the handled groups, in case of unit in the group dying it will create new one in its place and decrement the amount of tickets by one. Once the amount of available tickets will reach zero the module will stop respawning the units.&lt;br /&gt;
&lt;br /&gt;
Module will use initial position and loadouts of the group for the respawn algorithm, this allows to have precise control of the respawn position, it will be selected randomly from the available pool. This means that the killed unit will be not replaced by exactly same one.&lt;br /&gt;
&lt;br /&gt;
To prevent players from seeing the spawning, the module area is used as an &amp;quot;safezone&amp;quot;, if any player is detected in the module area the garrison will interrupt the spawn loop.&lt;br /&gt;
&lt;br /&gt;
=== Example setup ===&lt;br /&gt;
&lt;br /&gt;
[[File:Respawning garrison module setup.webp|thumb|left|Example Respawning Garrison module setup.]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Modules]]&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Respawning_Garrison&amp;diff=11633</id>
		<title>Respawning Garrison</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Respawning_Garrison&amp;diff=11633"/>
		<updated>2022-07-19T23:41:22Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Respawning Garrison ==&lt;br /&gt;
&lt;br /&gt;
This page will guide you through adding the Respawning Garrison module to your mission.&lt;br /&gt;
&lt;br /&gt;
This module will continously fill synchronized AI groups with new units until it runs out of tickets or player will step into its area.&lt;br /&gt;
&lt;br /&gt;
=== Eden Editor - Setting up the garrison ===&lt;br /&gt;
&lt;br /&gt;
To setup the respawning garrison, place the module in the editor and synchronize it to the AI units, whole group of the synchronized unit will be added to the garrsion. Multiple groups can be added to single garrison.&lt;br /&gt;
The module can be synchronized to a trigger which will activate the spawning of the units, or alternatively the ''Code'' attribute can be used to enable the spawning by returining ''true''. Once the garrison is enabled deactivation of the trigger or returning ''false'' from the code will not stop the spawning, garrison does not support other means of deactivation than player getting into the module area or exhausting of all available tickets.&lt;br /&gt;
&lt;br /&gt;
All synchronized triggers and code work as &amp;quot;or&amp;quot;, if only one of them is activated/return true the garrison will be activated.&lt;br /&gt;
&lt;br /&gt;
'''Attributes:'''&lt;br /&gt;
* Respawn tickets - how many units can be spawned by the module&lt;br /&gt;
* Code - code condition used to activate the garrison spawning&lt;br /&gt;
&lt;br /&gt;
==== Spawning behaviour ====&lt;br /&gt;
&lt;br /&gt;
On the mission start, garrisoned units will be hidden, their simulation and damage will be disabled. Handled groups are '''not''' removed, they're just hidden, this allows mission maker to use the editor assigned group variables and waypoints.&lt;br /&gt;
&lt;br /&gt;
Once the module will be activated it will unhide and &amp;quot;enable&amp;quot; the units of the handled groups, after that it will try to maintain the initial amount of units in each of the handled groups, in case of unit in the group dying it will create new one in its place and decrement the amount of tickets by one. Once the amount of available tickets will reach zero the module will stop respawning the units.&lt;br /&gt;
&lt;br /&gt;
Module will use initial position and loadouts of the group for the respawn algorithm, this allows to have precise control of the respawn position, it will be selected randomly from the available pool. This means that the killed unit will be not replaced by exactly same one.&lt;br /&gt;
&lt;br /&gt;
To prevent players from seeing the spawning, the module area is used as an &amp;quot;safezone&amp;quot;, if any player is detected in the module area the garrison will interrupt the spawn loop.&lt;br /&gt;
&lt;br /&gt;
=== Example setup ===&lt;br /&gt;
&lt;br /&gt;
[[File:Respawning garrison module setup.webp|thumb|left|Example Respawning Garrison module setup.]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Modules]]&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Radio_Support&amp;diff=11632</id>
		<title>Radio Support</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Radio_Support&amp;diff=11632"/>
		<updated>2022-07-13T13:36:14Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: Update pastebin link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Radio Support Module ==&lt;br /&gt;
&lt;br /&gt;
==== This page will guide you through adding the Radio Support module to your mission. ====&lt;br /&gt;
This module allows players to request radio support to assist them with taking out enemies.&lt;br /&gt;
Mission creators can setup their own callsigns including custom names, icons, descriptions, conditions, and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Eden Editor ====&lt;br /&gt;
&lt;br /&gt;
To add the module to your mission all you need to do is place the module '''Radio Support''' into your mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Configuration Files ====&lt;br /&gt;
&lt;br /&gt;
This module works off a single config class, this can either be one located in the CDLC, or one located in the missions '''description.ext'''.&lt;br /&gt;
&lt;br /&gt;
Use the [https://pastebin.com/embed_iframe/Nx1eWuX3 '''default CDLC config'''] as a starting point for your own config.&lt;br /&gt;
&lt;br /&gt;
Starting from the top of the example config there are seven values which can be changed,&lt;br /&gt;
* '''cost_variable'''&lt;br /&gt;
** This is the name of a number variable which can be used to make players 'pay' for each request, each callsign will have a 'cost' value which players will need to have a higher or equal cost variable to request successfully.&lt;br /&gt;
* '''availability'''&lt;br /&gt;
** This is the main availability array, this lets you quickly and easily determine how players should have access to the radio support action.&lt;br /&gt;
** Each item in the array can either be true '1' or false '0', each index in the array will change when the action is shown&lt;br /&gt;
** '''{Action will always be avaliable, Unit's backpack is in the `radio_backpacks` array, Unit's vehicle is in the `radio_vehicles` array, Unit's classname is in the `player_types` array, Unit has the `vn_artillery` unit trait}'''&lt;br /&gt;
* '''danger_distance'''&lt;br /&gt;
** This is the minimum distance to respawn markers that a request can be called. Requests that fall within this distance will not be completed.&lt;br /&gt;
* '''delay_max'''&lt;br /&gt;
** Maximum delay for the support to arrive, regardless of the time calculated from distance to support module.&lt;br /&gt;
* '''captive'''&lt;br /&gt;
** Determines if the support planes/helicopters will be set to captive.&lt;br /&gt;
* '''unit_trait_required'''&lt;br /&gt;
** Set this to '''1''' to only show the option to units that have the '''vn_artillery''' unit trait, does the same thing as setting the last value in the availability array to '''1'''.&lt;br /&gt;
* '''radio_backpacks'''&lt;br /&gt;
** This is a list of backpacks which will be considered radio backpacks for the availability array above.&lt;br /&gt;
* '''radio_vehicles'''&lt;br /&gt;
** This is a list of vehicles which will be considered vehicles with radios for the availability array above.&lt;br /&gt;
* '''player_types'''&lt;br /&gt;
** This is a list of unit class names which will be given the action when setup in the availability array above.&lt;br /&gt;
&lt;br /&gt;
After these options there are two child classes, '''aircraft''' and '''artillery''', these child classes will contain the options that will be available to players.&lt;br /&gt;
&lt;br /&gt;
Classes in the '''aircraft''' class will be shown to players when they select the &amp;quot;Air Support&amp;quot; option on the radio.&lt;br /&gt;
&lt;br /&gt;
Classes in the '''artillery''' class will be shown to players when they select the &amp;quot;Fire Support&amp;quot; option on the radio.&lt;br /&gt;
&lt;br /&gt;
Inside these classes there are sub category classes, these classes will be the option on the left hand side of the radio support menu.&lt;br /&gt;
&lt;br /&gt;
Each sub category class needs a '''displayname''' attribute which will be the name of the category.&lt;br /&gt;
&lt;br /&gt;
Within the sub category class you can add the options that will be available to players.&lt;br /&gt;
&lt;br /&gt;
==== Artillery Attributes ====&lt;br /&gt;
&lt;br /&gt;
Each artillery option can have the following attributes,&lt;br /&gt;
* '''displayname'''&lt;br /&gt;
** This is the name of the option that will be shown to the user&lt;br /&gt;
* '''icon'''&lt;br /&gt;
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.&lt;br /&gt;
* '''description'''&lt;br /&gt;
** This is the description of the option, this will usually consist of a sentence which goes into detail about the weapons and vehicle used in the option.&lt;br /&gt;
* '''ammo'''&lt;br /&gt;
** This is an array of ammo classes which will be spawned and then explode when hitting the ground&lt;br /&gt;
* '''divergence'''&lt;br /&gt;
** This is the distance for in both x &amp;amp; y directions that the position can differ from the users selected position&lt;br /&gt;
* '''delay_max'''&lt;br /&gt;
** Maximum delay for the support to arrive, regardless of the time calculated from distance to support module. Overwrites main config.&lt;br /&gt;
* '''allow_double'''&lt;br /&gt;
** This will allow the user to fire the ammo twice, doubling the amount of explosives&lt;br /&gt;
* '''count'''&lt;br /&gt;
** This is how many times each ammo class will be spawned&lt;br /&gt;
* '''cooldown'''&lt;br /&gt;
** This is how long users will need to wait before requesting this again&lt;br /&gt;
* '''tickets'''&lt;br /&gt;
** This is how many times the user can call this before it cannot be called again&lt;br /&gt;
* '''cost'''&lt;br /&gt;
** This is the cost of this option if using the cost variable&lt;br /&gt;
* '''illumination'''&lt;br /&gt;
** Is this an illumination round, affects the voice when requesting&lt;br /&gt;
* '''function'''&lt;br /&gt;
** If a function is defined then the function will run instead of any explosive being spawned&lt;br /&gt;
* '''condition'''&lt;br /&gt;
** The condition which must return true for this option to be shown in the list&lt;br /&gt;
* '''speed'''&lt;br /&gt;
** This is the speed of the request, used to determine how long the user should wait before the ammo starts to explode.&lt;br /&gt;
&lt;br /&gt;
==== Aircraft Attributes ====&lt;br /&gt;
&lt;br /&gt;
Each aircraft option can have the following attributes,&lt;br /&gt;
* '''displayname'''&lt;br /&gt;
** This is the name of the option that will be shown to the user&lt;br /&gt;
* '''icon'''&lt;br /&gt;
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.&lt;br /&gt;
* '''description'''&lt;br /&gt;
** This is the description of the option, this will usually consist of a sentence which goes into detail about the weapons and vehicle used in the option.&lt;br /&gt;
* '''vehicleclass'''&lt;br /&gt;
** This is the classname of the vehicle which will be used to complete the request, should be either a helicopter or a plane&lt;br /&gt;
* '''divergence'''&lt;br /&gt;
** This is the danger distance for the request, used to let users know how large of an area will be hit by the aircraft&lt;br /&gt;
* '''allow_double'''&lt;br /&gt;
** This will allow the user to request two aircraft at the same time&lt;br /&gt;
* '''cooldown'''&lt;br /&gt;
** This is how long users will need to wait before requesting this again&lt;br /&gt;
* '''tickets'''&lt;br /&gt;
** This is how many times the user can call this before it cannot be called again&lt;br /&gt;
* '''cost'''&lt;br /&gt;
** This is the cost of this option if using the cost variable&lt;br /&gt;
* '''illumination'''&lt;br /&gt;
** Is this an illumination request, affects the voice when requesting&lt;br /&gt;
* '''function'''&lt;br /&gt;
** If a function is defined then the function will run instead of any vehicles being spawned&lt;br /&gt;
* '''condition'''&lt;br /&gt;
** The condition which must return true for this option to be shown in the list&lt;br /&gt;
* '''magazines'''&lt;br /&gt;
** This is the array of pylon magazines which will be added to the vehicles pylons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== During Gameplay ====&lt;br /&gt;
&lt;br /&gt;
Players can access the radio support menu through the scroll wheel action menu.&lt;br /&gt;
&lt;br /&gt;
The radio at the top of the menu has an interactable knob which switches between &amp;quot;Air Support&amp;quot; and &amp;quot;Fire Support&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Players can then select the category and callsign of their request, then left click and drag on the map to select the position and direction for aircraft, or the start and end location for artillery. Then they can choose between a normal or heavy request for options which have '''allow_double''' set to true, finally pressing the confirm button to radio in the request.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Modules]]&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Radio_Support&amp;diff=11631</id>
		<title>Radio Support</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Radio_Support&amp;diff=11631"/>
		<updated>2022-07-13T13:33:55Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: Add 1.2 captive parameter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Radio Support Module ==&lt;br /&gt;
&lt;br /&gt;
==== This page will guide you through adding the Radio Support module to your mission. ====&lt;br /&gt;
This module allows players to request radio support to assist them with taking out enemies.&lt;br /&gt;
Mission creators can setup their own callsigns including custom names, icons, descriptions, conditions, and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Eden Editor ====&lt;br /&gt;
&lt;br /&gt;
To add the module to your mission all you need to do is place the module '''Radio Support''' into your mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Configuration Files ====&lt;br /&gt;
&lt;br /&gt;
This module works off a single config class, this can either be one located in the CDLC, or one located in the missions '''description.ext'''.&lt;br /&gt;
&lt;br /&gt;
Use the [https://pastebin.com/raw/bBnaw8wg '''default CDLC config'''] as a starting point for your own config.&lt;br /&gt;
&lt;br /&gt;
Starting from the top of the example config there are seven values which can be changed,&lt;br /&gt;
* '''cost_variable'''&lt;br /&gt;
** This is the name of a number variable which can be used to make players 'pay' for each request, each callsign will have a 'cost' value which players will need to have a higher or equal cost variable to request successfully.&lt;br /&gt;
* '''availability'''&lt;br /&gt;
** This is the main availability array, this lets you quickly and easily determine how players should have access to the radio support action.&lt;br /&gt;
** Each item in the array can either be true '1' or false '0', each index in the array will change when the action is shown&lt;br /&gt;
** '''{Action will always be avaliable, Unit's backpack is in the `radio_backpacks` array, Unit's vehicle is in the `radio_vehicles` array, Unit's classname is in the `player_types` array, Unit has the `vn_artillery` unit trait}'''&lt;br /&gt;
* '''danger_distance'''&lt;br /&gt;
** This is the minimum distance to respawn markers that a request can be called. Requests that fall within this distance will not be completed.&lt;br /&gt;
* '''delay_max'''&lt;br /&gt;
** Maximum delay for the support to arrive, regardless of the time calculated from distance to support module.&lt;br /&gt;
* '''captive'''&lt;br /&gt;
** Determines if the support planes/helicopters will be set to captive.&lt;br /&gt;
* '''unit_trait_required'''&lt;br /&gt;
** Set this to '''1''' to only show the option to units that have the '''vn_artillery''' unit trait, does the same thing as setting the last value in the availability array to '''1'''.&lt;br /&gt;
* '''radio_backpacks'''&lt;br /&gt;
** This is a list of backpacks which will be considered radio backpacks for the availability array above.&lt;br /&gt;
* '''radio_vehicles'''&lt;br /&gt;
** This is a list of vehicles which will be considered vehicles with radios for the availability array above.&lt;br /&gt;
* '''player_types'''&lt;br /&gt;
** This is a list of unit class names which will be given the action when setup in the availability array above.&lt;br /&gt;
&lt;br /&gt;
After these options there are two child classes, '''aircraft''' and '''artillery''', these child classes will contain the options that will be available to players.&lt;br /&gt;
&lt;br /&gt;
Classes in the '''aircraft''' class will be shown to players when they select the &amp;quot;Air Support&amp;quot; option on the radio.&lt;br /&gt;
&lt;br /&gt;
Classes in the '''artillery''' class will be shown to players when they select the &amp;quot;Fire Support&amp;quot; option on the radio.&lt;br /&gt;
&lt;br /&gt;
Inside these classes there are sub category classes, these classes will be the option on the left hand side of the radio support menu.&lt;br /&gt;
&lt;br /&gt;
Each sub category class needs a '''displayname''' attribute which will be the name of the category.&lt;br /&gt;
&lt;br /&gt;
Within the sub category class you can add the options that will be available to players.&lt;br /&gt;
&lt;br /&gt;
==== Artillery Attributes ====&lt;br /&gt;
&lt;br /&gt;
Each artillery option can have the following attributes,&lt;br /&gt;
* '''displayname'''&lt;br /&gt;
** This is the name of the option that will be shown to the user&lt;br /&gt;
* '''icon'''&lt;br /&gt;
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.&lt;br /&gt;
* '''description'''&lt;br /&gt;
** This is the description of the option, this will usually consist of a sentence which goes into detail about the weapons and vehicle used in the option.&lt;br /&gt;
* '''ammo'''&lt;br /&gt;
** This is an array of ammo classes which will be spawned and then explode when hitting the ground&lt;br /&gt;
* '''divergence'''&lt;br /&gt;
** This is the distance for in both x &amp;amp; y directions that the position can differ from the users selected position&lt;br /&gt;
* '''delay_max'''&lt;br /&gt;
** Maximum delay for the support to arrive, regardless of the time calculated from distance to support module. Overwrites main config.&lt;br /&gt;
* '''allow_double'''&lt;br /&gt;
** This will allow the user to fire the ammo twice, doubling the amount of explosives&lt;br /&gt;
* '''count'''&lt;br /&gt;
** This is how many times each ammo class will be spawned&lt;br /&gt;
* '''cooldown'''&lt;br /&gt;
** This is how long users will need to wait before requesting this again&lt;br /&gt;
* '''tickets'''&lt;br /&gt;
** This is how many times the user can call this before it cannot be called again&lt;br /&gt;
* '''cost'''&lt;br /&gt;
** This is the cost of this option if using the cost variable&lt;br /&gt;
* '''illumination'''&lt;br /&gt;
** Is this an illumination round, affects the voice when requesting&lt;br /&gt;
* '''function'''&lt;br /&gt;
** If a function is defined then the function will run instead of any explosive being spawned&lt;br /&gt;
* '''condition'''&lt;br /&gt;
** The condition which must return true for this option to be shown in the list&lt;br /&gt;
* '''speed'''&lt;br /&gt;
** This is the speed of the request, used to determine how long the user should wait before the ammo starts to explode.&lt;br /&gt;
&lt;br /&gt;
==== Aircraft Attributes ====&lt;br /&gt;
&lt;br /&gt;
Each aircraft option can have the following attributes,&lt;br /&gt;
* '''displayname'''&lt;br /&gt;
** This is the name of the option that will be shown to the user&lt;br /&gt;
* '''icon'''&lt;br /&gt;
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.&lt;br /&gt;
* '''description'''&lt;br /&gt;
** This is the description of the option, this will usually consist of a sentence which goes into detail about the weapons and vehicle used in the option.&lt;br /&gt;
* '''vehicleclass'''&lt;br /&gt;
** This is the classname of the vehicle which will be used to complete the request, should be either a helicopter or a plane&lt;br /&gt;
* '''divergence'''&lt;br /&gt;
** This is the danger distance for the request, used to let users know how large of an area will be hit by the aircraft&lt;br /&gt;
* '''allow_double'''&lt;br /&gt;
** This will allow the user to request two aircraft at the same time&lt;br /&gt;
* '''cooldown'''&lt;br /&gt;
** This is how long users will need to wait before requesting this again&lt;br /&gt;
* '''tickets'''&lt;br /&gt;
** This is how many times the user can call this before it cannot be called again&lt;br /&gt;
* '''cost'''&lt;br /&gt;
** This is the cost of this option if using the cost variable&lt;br /&gt;
* '''illumination'''&lt;br /&gt;
** Is this an illumination request, affects the voice when requesting&lt;br /&gt;
* '''function'''&lt;br /&gt;
** If a function is defined then the function will run instead of any vehicles being spawned&lt;br /&gt;
* '''condition'''&lt;br /&gt;
** The condition which must return true for this option to be shown in the list&lt;br /&gt;
* '''magazines'''&lt;br /&gt;
** This is the array of pylon magazines which will be added to the vehicles pylons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== During Gameplay ====&lt;br /&gt;
&lt;br /&gt;
Players can access the radio support menu through the scroll wheel action menu.&lt;br /&gt;
&lt;br /&gt;
The radio at the top of the menu has an interactable knob which switches between &amp;quot;Air Support&amp;quot; and &amp;quot;Fire Support&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Players can then select the category and callsign of their request, then left click and drag on the map to select the position and direction for aircraft, or the start and end location for artillery. Then they can choose between a normal or heavy request for options which have '''allow_double''' set to true, finally pressing the confirm button to radio in the request.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Modules]]&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Radio_Support&amp;diff=11630</id>
		<title>Radio Support</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Radio_Support&amp;diff=11630"/>
		<updated>2022-07-13T13:31:47Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: Add 1.2 delay_max param&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Radio Support Module ==&lt;br /&gt;
&lt;br /&gt;
==== This page will guide you through adding the Radio Support module to your mission. ====&lt;br /&gt;
This module allows players to request radio support to assist them with taking out enemies.&lt;br /&gt;
Mission creators can setup their own callsigns including custom names, icons, descriptions, conditions, and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Eden Editor ====&lt;br /&gt;
&lt;br /&gt;
To add the module to your mission all you need to do is place the module '''Radio Support''' into your mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Configuration Files ====&lt;br /&gt;
&lt;br /&gt;
This module works off a single config class, this can either be one located in the CDLC, or one located in the missions '''description.ext'''.&lt;br /&gt;
&lt;br /&gt;
Use the [https://pastebin.com/raw/bBnaw8wg '''default CDLC config'''] as a starting point for your own config.&lt;br /&gt;
&lt;br /&gt;
Starting from the top of the example config there are seven values which can be changed,&lt;br /&gt;
* '''cost_variable'''&lt;br /&gt;
** This is the name of a number variable which can be used to make players 'pay' for each request, each callsign will have a 'cost' value which players will need to have a higher or equal cost variable to request successfully.&lt;br /&gt;
* '''availability'''&lt;br /&gt;
** This is the main availability array, this lets you quickly and easily determine how players should have access to the radio support action.&lt;br /&gt;
** Each item in the array can either be true '1' or false '0', each index in the array will change when the action is shown&lt;br /&gt;
** '''{Action will always be avaliable, Unit's backpack is in the `radio_backpacks` array, Unit's vehicle is in the `radio_vehicles` array, Unit's classname is in the `player_types` array, Unit has the `vn_artillery` unit trait}'''&lt;br /&gt;
* '''danger_distance'''&lt;br /&gt;
** This is the minimum distance to respawn markers that a request can be called. Requests that fall within this distance will not be completed.&lt;br /&gt;
* '''delay_max'''&lt;br /&gt;
** Maximum delay for the support to arrive, regardless of the time calculated from distance to support module.&lt;br /&gt;
* '''unit_trait_required'''&lt;br /&gt;
** Set this to '''1''' to only show the option to units that have the '''vn_artillery''' unit trait, does the same thing as setting the last value in the availability array to '''1'''.&lt;br /&gt;
* '''radio_backpacks'''&lt;br /&gt;
** This is a list of backpacks which will be considered radio backpacks for the availability array above.&lt;br /&gt;
* '''radio_vehicles'''&lt;br /&gt;
** This is a list of vehicles which will be considered vehicles with radios for the availability array above.&lt;br /&gt;
* '''player_types'''&lt;br /&gt;
** This is a list of unit class names which will be given the action when setup in the availability array above.&lt;br /&gt;
&lt;br /&gt;
After these options there are two child classes, '''aircraft''' and '''artillery''', these child classes will contain the options that will be available to players.&lt;br /&gt;
&lt;br /&gt;
Classes in the '''aircraft''' class will be shown to players when they select the &amp;quot;Air Support&amp;quot; option on the radio.&lt;br /&gt;
&lt;br /&gt;
Classes in the '''artillery''' class will be shown to players when they select the &amp;quot;Fire Support&amp;quot; option on the radio.&lt;br /&gt;
&lt;br /&gt;
Inside these classes there are sub category classes, these classes will be the option on the left hand side of the radio support menu.&lt;br /&gt;
&lt;br /&gt;
Each sub category class needs a '''displayname''' attribute which will be the name of the category.&lt;br /&gt;
&lt;br /&gt;
Within the sub category class you can add the options that will be available to players.&lt;br /&gt;
&lt;br /&gt;
==== Artillery Attributes ====&lt;br /&gt;
&lt;br /&gt;
Each artillery option can have the following attributes,&lt;br /&gt;
* '''displayname'''&lt;br /&gt;
** This is the name of the option that will be shown to the user&lt;br /&gt;
* '''icon'''&lt;br /&gt;
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.&lt;br /&gt;
* '''description'''&lt;br /&gt;
** This is the description of the option, this will usually consist of a sentence which goes into detail about the weapons and vehicle used in the option.&lt;br /&gt;
* '''ammo'''&lt;br /&gt;
** This is an array of ammo classes which will be spawned and then explode when hitting the ground&lt;br /&gt;
* '''divergence'''&lt;br /&gt;
** This is the distance for in both x &amp;amp; y directions that the position can differ from the users selected position&lt;br /&gt;
* '''delay_max'''&lt;br /&gt;
** Maximum delay for the support to arrive, regardless of the time calculated from distance to support module. Overwrites main config.&lt;br /&gt;
* '''allow_double'''&lt;br /&gt;
** This will allow the user to fire the ammo twice, doubling the amount of explosives&lt;br /&gt;
* '''count'''&lt;br /&gt;
** This is how many times each ammo class will be spawned&lt;br /&gt;
* '''cooldown'''&lt;br /&gt;
** This is how long users will need to wait before requesting this again&lt;br /&gt;
* '''tickets'''&lt;br /&gt;
** This is how many times the user can call this before it cannot be called again&lt;br /&gt;
* '''cost'''&lt;br /&gt;
** This is the cost of this option if using the cost variable&lt;br /&gt;
* '''illumination'''&lt;br /&gt;
** Is this an illumination round, affects the voice when requesting&lt;br /&gt;
* '''function'''&lt;br /&gt;
** If a function is defined then the function will run instead of any explosive being spawned&lt;br /&gt;
* '''condition'''&lt;br /&gt;
** The condition which must return true for this option to be shown in the list&lt;br /&gt;
* '''speed'''&lt;br /&gt;
** This is the speed of the request, used to determine how long the user should wait before the ammo starts to explode.&lt;br /&gt;
&lt;br /&gt;
==== Aircraft Attributes ====&lt;br /&gt;
&lt;br /&gt;
Each aircraft option can have the following attributes,&lt;br /&gt;
* '''displayname'''&lt;br /&gt;
** This is the name of the option that will be shown to the user&lt;br /&gt;
* '''icon'''&lt;br /&gt;
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.&lt;br /&gt;
* '''description'''&lt;br /&gt;
** This is the description of the option, this will usually consist of a sentence which goes into detail about the weapons and vehicle used in the option.&lt;br /&gt;
* '''vehicleclass'''&lt;br /&gt;
** This is the classname of the vehicle which will be used to complete the request, should be either a helicopter or a plane&lt;br /&gt;
* '''divergence'''&lt;br /&gt;
** This is the danger distance for the request, used to let users know how large of an area will be hit by the aircraft&lt;br /&gt;
* '''allow_double'''&lt;br /&gt;
** This will allow the user to request two aircraft at the same time&lt;br /&gt;
* '''cooldown'''&lt;br /&gt;
** This is how long users will need to wait before requesting this again&lt;br /&gt;
* '''tickets'''&lt;br /&gt;
** This is how many times the user can call this before it cannot be called again&lt;br /&gt;
* '''cost'''&lt;br /&gt;
** This is the cost of this option if using the cost variable&lt;br /&gt;
* '''illumination'''&lt;br /&gt;
** Is this an illumination request, affects the voice when requesting&lt;br /&gt;
* '''function'''&lt;br /&gt;
** If a function is defined then the function will run instead of any vehicles being spawned&lt;br /&gt;
* '''condition'''&lt;br /&gt;
** The condition which must return true for this option to be shown in the list&lt;br /&gt;
* '''magazines'''&lt;br /&gt;
** This is the array of pylon magazines which will be added to the vehicles pylons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== During Gameplay ====&lt;br /&gt;
&lt;br /&gt;
Players can access the radio support menu through the scroll wheel action menu.&lt;br /&gt;
&lt;br /&gt;
The radio at the top of the menu has an interactable knob which switches between &amp;quot;Air Support&amp;quot; and &amp;quot;Fire Support&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Players can then select the category and callsign of their request, then left click and drag on the map to select the position and direction for aircraft, or the start and end location for artillery. Then they can choose between a normal or heavy request for options which have '''allow_double''' set to true, finally pressing the confirm button to radio in the request.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Modules]]&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Respawning_Garrison&amp;diff=10109</id>
		<title>Respawning Garrison</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Respawning_Garrison&amp;diff=10109"/>
		<updated>2022-06-05T14:22:21Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: Initial documentation of &amp;quot;Respawning Garrison&amp;quot; module&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Respawning Garrison ==&lt;br /&gt;
&lt;br /&gt;
This page will guide you through adding the Respawning Garrison module to your mission.&lt;br /&gt;
&lt;br /&gt;
This module will continously fill synchronized AI groups with new units until it runs out of tickets or player will step into its area.&lt;br /&gt;
&lt;br /&gt;
=== Eden Editor - Setting up the garrison ===&lt;br /&gt;
&lt;br /&gt;
To setup the respawning garrison, place the module in the editor and synchronize it to the AI units, whole group of the synchronized unit will be added to the garrsion. Multiple groups can be added to single garrison.&lt;br /&gt;
The module can be synchronized to a trigger which will activate the spawning of the units, or alternatively the ''Code'' attribute can be used to enable the spawning by returining ''true''. Once the garrison is enabled deactivation of the trigger or returning ''false'' from the code will not stop the spawning, garrison does not support other means of deactivation than player getting into the module area.&lt;br /&gt;
&lt;br /&gt;
All synchronized triggers and code work as &amp;quot;or&amp;quot;, if only one of them is activated/return true the garrison will be activated.&lt;br /&gt;
&lt;br /&gt;
'''Attributes:'''&lt;br /&gt;
* Respawn tickets - how many units can be spawned by the module&lt;br /&gt;
* Code - code condition used to activate the garrison spawning&lt;br /&gt;
&lt;br /&gt;
==== Spawning behaviour ====&lt;br /&gt;
&lt;br /&gt;
On the mission start, garrisoned units will be hidden, their simulation and damage will be disabled. Handled groups are '''not''' removed, they're just hidden, this allows mission maker to use the editor assigned group variables and waypoints.&lt;br /&gt;
&lt;br /&gt;
Once the module will be activated it will unhide and &amp;quot;enable&amp;quot; the units of the handled groups, after that it will try to maintain the initial amount of units in each of the handled groups, in case of unit in the group dying it will create new one in its place and decrement the amount of tickets by one. Once the amount of available tickets will reach zero the module will stop respawning the units.&lt;br /&gt;
&lt;br /&gt;
Module will use initial position and loadouts of the group for the respawn algorithm, this allows to have precise control of the respawn position, it will be selected randomly from the available pool. This means that the killed unit will be not replaced by exactly same one.&lt;br /&gt;
&lt;br /&gt;
To prevent players from seeing the spawning, the module area is used as an &amp;quot;safezone&amp;quot;, if any player is detected in the module area the garrison will interrupt the spawn loop.&lt;br /&gt;
&lt;br /&gt;
=== Example setup ===&lt;br /&gt;
&lt;br /&gt;
[[File:Respawning garrison module setup.webp|thumb|left|Example Respawning Garrison module setup.]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Modules]]&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=File:Respawning_garrison_module_setup.webp&amp;diff=10108</id>
		<title>File:Respawning garrison module setup.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=File:Respawning_garrison_module_setup.webp&amp;diff=10108"/>
		<updated>2022-06-05T14:18:19Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Example Respawning Garrison module setup.&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Random_site&amp;diff=10107</id>
		<title>Random site</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Random_site&amp;diff=10107"/>
		<updated>2022-06-05T13:37:24Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Random site ==&lt;br /&gt;
&lt;br /&gt;
This page will guide you through adding the Random site modules to your mission.&lt;br /&gt;
&lt;br /&gt;
These modules allow mission maker to setup multiple &amp;quot;sites&amp;quot; in the Editor and have only selected amount of them present in the mission, allowing for more random gameplay.&lt;br /&gt;
&lt;br /&gt;
=== Eden Editor - Setting up the site ===&lt;br /&gt;
&lt;br /&gt;
To properly setup &amp;quot;random site&amp;quot; multiple different modules need to be placed, '''Random site - Selector''' and one '''Random site''' module is minimal setup for properly working site.&lt;br /&gt;
&lt;br /&gt;
===== Random site - Selector =====&lt;br /&gt;
&lt;br /&gt;
This module is the root of the Random site, there '''must''' be only one ''Random site - Selector'' module per group of synchronised site modules.&lt;br /&gt;
&lt;br /&gt;
'''Attributes:'''&lt;br /&gt;
* Amount - defines how many of sites (defined by synchronised ''Random site'' modules) will be present in the mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Random site =====&lt;br /&gt;
&lt;br /&gt;
This module groups objects into a &amp;quot;site&amp;quot; which can be selected by the ''Random site'' module, it '''must''' be synchronised to one ''Random site - Selector'' module.&lt;br /&gt;
To add objects into the site you can synchronize the objects to the module or set the module area ''Size'' (System: Transformation) and position it to cover the objects you want to be part of the site.&lt;br /&gt;
&lt;br /&gt;
'''Attributes'''&lt;br /&gt;
* Size - Area size used to detect objects being part of the site, found out in the System:Transformation category&lt;br /&gt;
* Site weighting - Weight value of the site in the selection process, see [https://community.bistudio.com/wiki/selectRandomWeighted selectRandomWeighted]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Random site - Executor =====&lt;br /&gt;
&lt;br /&gt;
This module executes provided code on synchronized objects after site it is synchronized to is selected by the ''Random site - Selector module''. It can be synchronized to multiple objects and ''Random site'' modules.&lt;br /&gt;
&lt;br /&gt;
'''Attributes'''&lt;br /&gt;
* Code - code to be executed on '''every synchronized''' object, the object is passed as ''_this'' variable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example setup ===&lt;br /&gt;
&lt;br /&gt;
[[File:Random site modules setup.webp|thumb|left|Example setup of &amp;quot;Random site&amp;quot; modules.]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Modules]]&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Random_site&amp;diff=10106</id>
		<title>Random site</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Random_site&amp;diff=10106"/>
		<updated>2022-06-05T13:35:30Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Random site ==&lt;br /&gt;
&lt;br /&gt;
This page will guide you through adding the Random site modules to your mission.&lt;br /&gt;
&lt;br /&gt;
These modules allow mission maker to setup multiple &amp;quot;sites&amp;quot; in the Editor and have only selected amount of them present in the mission, allowing for more random gameplay.&lt;br /&gt;
&lt;br /&gt;
=== Eden Editor - Setting up the site ===&lt;br /&gt;
&lt;br /&gt;
To properly setup &amp;quot;random site&amp;quot; multiple different modules need to be placed, '''Random site - Selector''' and one '''Random site''' module is minimal setup for properly working site.&lt;br /&gt;
&lt;br /&gt;
===== Random site - Selector =====&lt;br /&gt;
&lt;br /&gt;
This module is the root of the Random site, there '''must''' be only one ''Random site - Selector'' module per group of synchronised site modules.&lt;br /&gt;
&lt;br /&gt;
'''Attributes:'''&lt;br /&gt;
* Amount - defines how many of sites (defined by synchronised ''Random site'' modules) will be present in the mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Random site =====&lt;br /&gt;
&lt;br /&gt;
This module groups objects into a &amp;quot;site&amp;quot; which can be selected by the ''Random site'' module, it '''must''' be synchronised to one ''Random site - Selector'' module.&lt;br /&gt;
To add objects into the site you can synchronize the objects to the module or set the module area ''Size'' (System: Transformation) and position it to cover the objects you want to be part of the site.&lt;br /&gt;
&lt;br /&gt;
'''Attributes'''&lt;br /&gt;
* Size - Area size used to detect objects being part of the site, found out in the System:Transformation category&lt;br /&gt;
* Site weighting - Weight value of the site in the selection process, see [https://community.bistudio.com/wiki/selectRandomWeighted selectRandomWeighted]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Random site - Executor =====&lt;br /&gt;
&lt;br /&gt;
This module executes provided code on synchronized objects after site it is synchronized to is selected by the ''Random site - Selector module''. It can be synchronized to multiple objects and ''Random site'' modules.&lt;br /&gt;
&lt;br /&gt;
'''Attributes'''&lt;br /&gt;
* Code - code to be executed on '''every synchronized''' object, the object is passed as ''_this'' variable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example setup ===&lt;br /&gt;
&lt;br /&gt;
[[File:Random site modules setup.webp|thumb|left|Image showcasing example setup of &amp;quot;Random site&amp;quot; modules.]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Modules]]&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Random_site&amp;diff=10105</id>
		<title>Random site</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Random_site&amp;diff=10105"/>
		<updated>2022-06-05T13:34:49Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: Spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Random site ==&lt;br /&gt;
&lt;br /&gt;
This page will guide you through adding the Random site modules to your mission.&lt;br /&gt;
&lt;br /&gt;
These modules allow mission maker to setup multiple &amp;quot;sites&amp;quot; in the Editor and have only selected amount of them present in the mission, allowing for more random gameplay.&lt;br /&gt;
&lt;br /&gt;
=== Eden Editor - Setting up the site ===&lt;br /&gt;
&lt;br /&gt;
To properly setup &amp;quot;random site&amp;quot; multiple different modules need to be placed, '''Random site - Selector''' and one '''Random site''' module is minimal setup for properly working site.&lt;br /&gt;
&lt;br /&gt;
===== Random site - Selector =====&lt;br /&gt;
&lt;br /&gt;
This module is the root of the Random site, there '''must''' be only one ''Random site - Selector'' module per group of synchronised site modules.&lt;br /&gt;
&lt;br /&gt;
'''Attributes:'''&lt;br /&gt;
* Amount - defines how many of sites (defined by synchronised ''Random site'' modules) will be present in the mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Random site =====&lt;br /&gt;
&lt;br /&gt;
This module groups objects into a &amp;quot;site&amp;quot; which can be selected by the ''Random site'' module, it ''must'' be synchronised to one ''Random site - Selector'' module.&lt;br /&gt;
To add objects into the site you can synchronize the objects to the module or set the module area ''Size'' (System: Transformation) and position it to cover the objects you want to be part of the site.&lt;br /&gt;
&lt;br /&gt;
'''Attributes'''&lt;br /&gt;
* Size - Area size used to detect objects being part of the site, found out in the System:Transformation category&lt;br /&gt;
* Site weighting - Weight value of the site in the selection process, see [https://community.bistudio.com/wiki/selectRandomWeighted selectRandomWeighted]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Random site - Executor =====&lt;br /&gt;
&lt;br /&gt;
This module executes provided code on synchronized objects after site it is synchronized to is selected by the ''Random site - Selector module''. It can be synchronized to multiple objects and ''Random site'' modules.&lt;br /&gt;
&lt;br /&gt;
'''Attributes'''&lt;br /&gt;
* Code - code to be executed on '''every synchronized''' object, the object is passed as ''_this'' variable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example setup ===&lt;br /&gt;
&lt;br /&gt;
[[File:Random site modules setup.webp|thumb|left|Image showcasing example setup of &amp;quot;Random site&amp;quot; modules.]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Modules]]&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Random_site&amp;diff=10104</id>
		<title>Random site</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Random_site&amp;diff=10104"/>
		<updated>2022-06-05T13:34:17Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Random site ==&lt;br /&gt;
&lt;br /&gt;
This page will guide you through adding the Random site modules to your mission.&lt;br /&gt;
&lt;br /&gt;
These modules allow mission maker to setup multiple &amp;quot;sites&amp;quot; in the Editor and have only selected amount of them present in the mission, allowing for more random gameplay.&lt;br /&gt;
&lt;br /&gt;
=== Eden Editor - Setting up the site ===&lt;br /&gt;
&lt;br /&gt;
To properly setup &amp;quot;random site&amp;quot; multiple different modules need to be placed, '''Random site - Selector''' and one '''Random site''' module is minimal setup for properly working site.&lt;br /&gt;
&lt;br /&gt;
===== Random site - Selector =====&lt;br /&gt;
&lt;br /&gt;
This module is the root of the Random site, there '''must''' be only one ''Random site - Selector'' module per group of synchronised site modules.&lt;br /&gt;
&lt;br /&gt;
'''Attributes:'''&lt;br /&gt;
* Amount - defines how many of sites (defined by synchronised ''Random site'' modules) will be present in the mission.&lt;br /&gt;
&lt;br /&gt;
===== Random site =====&lt;br /&gt;
&lt;br /&gt;
This module groups objects into a &amp;quot;site&amp;quot; which can be selected by the ''Random site'' module, it ''must'' be synchronised to one ''Random site - Selector'' module.&lt;br /&gt;
To add objects into the site you can synchronize the objects to the module or set the module area ''Size'' (System: Transformation) and position it to cover the objects you want to be part of the site.&lt;br /&gt;
&lt;br /&gt;
'''Attributes'''&lt;br /&gt;
* Size - Area size used to detect objects being part of the site, found out in the System:Transformation category&lt;br /&gt;
* Site weighting - Weight value of the site in the selection process, see [https://community.bistudio.com/wiki/selectRandomWeighted selectRandomWeighted]&lt;br /&gt;
&lt;br /&gt;
===== Random site - Executor =====&lt;br /&gt;
&lt;br /&gt;
This module executes provided code on synchronized objects after site it is synchronized to is selected by the ''Random site - Selector module''. It can be synchronized to multiple objects and ''Random site'' modules.&lt;br /&gt;
&lt;br /&gt;
'''Attributes'''&lt;br /&gt;
* Code - code to be executed on '''every synchronized''' object, the object is passed as ''_this'' variable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example setup ===&lt;br /&gt;
&lt;br /&gt;
[[File:Random site modules setup.webp|thumb|left|Image showcasing example setup of &amp;quot;Random site&amp;quot; modules.]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Modules]]&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Random_site&amp;diff=10103</id>
		<title>Random site</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=Random_site&amp;diff=10103"/>
		<updated>2022-06-05T13:33:54Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: Initial documentation of &amp;quot;Random site&amp;quot; modules family&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Random site ==&lt;br /&gt;
&lt;br /&gt;
This page will guide you through adding the Random site modules to your mission.&lt;br /&gt;
&lt;br /&gt;
These modules allow mission maker to setup multiple &amp;quot;sites&amp;quot; in the Editor and have only selected amount of them present in the mission, allowing for more random gameplay.&lt;br /&gt;
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=== Eden Editor - Setting up the site ===&lt;br /&gt;
&lt;br /&gt;
To properly setup Random site multiple different modules need to be placed, '''Random site - Selector''' and one '''Random site''' module is minimal setup for properly working site.&lt;br /&gt;
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===== Random site - Selector =====&lt;br /&gt;
&lt;br /&gt;
This module is the root of the Random site, there '''must''' be only one ''Random site - Selector'' module per group of synchronised site modules.&lt;br /&gt;
&lt;br /&gt;
'''Attributes:'''&lt;br /&gt;
* Amount - defines how many of sites (defined by synchronised ''Random site'' modules) will be present in the mission.&lt;br /&gt;
&lt;br /&gt;
===== Random site =====&lt;br /&gt;
&lt;br /&gt;
This module groups objects into a &amp;quot;site&amp;quot; which can be selected by the ''Random site'' module, it ''must'' be synchronised to one ''Random site - Selector'' module.&lt;br /&gt;
To add objects into the site you can synchronize the objects to the module or set the module area ''Size'' (System: Transformation) and position it to cover the objects you want to be part of the site.&lt;br /&gt;
&lt;br /&gt;
'''Attributes'''&lt;br /&gt;
* Size - Area size used to detect objects being part of the site, found out in the System:Transformation category&lt;br /&gt;
* Site weighting - Weight value of the site in the selection process, see [https://community.bistudio.com/wiki/selectRandomWeighted selectRandomWeighted]&lt;br /&gt;
&lt;br /&gt;
===== Random site - Executor =====&lt;br /&gt;
&lt;br /&gt;
This module executes provided code on synchronized objects after site it is synchronized to is selected by the ''Random site - Selector module''. It can be synchronized to multiple objects and ''Random site'' modules.&lt;br /&gt;
&lt;br /&gt;
'''Attributes'''&lt;br /&gt;
* Code - code to be executed on '''every synchronized''' object, the object is passed as ''_this'' variable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example setup ===&lt;br /&gt;
&lt;br /&gt;
[[File:Random site modules setup.webp|thumb|left|Image showcasing example setup of &amp;quot;Random site&amp;quot; modules.]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Modules]]&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=File:Random_site_modules_setup.webp&amp;diff=10102</id>
		<title>File:Random site modules setup.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.sogpf.com/index.php?title=File:Random_site_modules_setup.webp&amp;diff=10102"/>
		<updated>2022-06-05T13:32:40Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This image shows an example setup of &amp;quot;Random site&amp;quot; modules.&lt;/div&gt;</summary>
		<author><name>Veteran29</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.sogpf.com/index.php?title=Main_Page&amp;diff=4304</id>
		<title>Main Page</title>
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		<updated>2021-12-07T18:23:41Z</updated>

		<summary type="html">&lt;p&gt;Veteran29: &lt;/p&gt;
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		<author><name>Veteran29</name></author>
		
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