ADuke 1 Posted January 21, 2012 (edited) Hi, Having a little trouble with a script here. The script works like this... 1. A vehicle is loaded out with a group of enemies 2. The vehicle is given waypoints to a destination, the group of enemies disembarks and goes into combat. 3. When the group of enemy infantry are all dead, a new vehicle and a new group are created and they follow the same waypoints, this continues infinitely until the mission ends. Here is the tricky part, and the part I am having the most trouble with. The vehicle that is created is a random type taken from a vehicle pool that I have created like this.. _randomvehicle1 = "V3S_Open_TK_EP1"; _randomvehicle2 = "V3S_TK_EP1"; _randomvehicle3 = "UralOpen_CA"; _randomvehicle4 = "Ural_IRAN"; _randomvehicle5 = "Ural_MOL"; _randomvehicle6 = "ad_taki_uralOpen"; _randomvehicle7 = "ad_V3S_TK_INS"; _randomvehicle8 = "ad_V3S_TK__OPEN_INS"; _newvehiclerandom = [ _randomvehicle1, _randomvehicle2, _randomvehicle3, _randomvehicle4, _randomvehicle5, _randomvehicle6, _randomvehicle7, _randomvehicle8 ] call BIS_fnc_selectRandom; _newVehiclespawn = [_vehiclepos, _vehicledir, _newvehiclerandom, EAST] call bis_fnc_spawnvehicle; This part works GREAT and I would not change a thing. I then want the # of soldiers in the new group to be based off of what type of vehicle was created, and therein lies the problem, I tried something like this.... if(_newVehicletype == "V3S_Open_TK_EP1") then {_cargopool = _TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_AAlauncher,_Medic,_Sniper,_TL,_rifleman,_mgunner,_glauncher,_ATlauncher}; if(_newVehicletype == "V3S_TK_EP1") then {_cargopool = _TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_AAlauncher,_Medic,_Sniper,_TL,_rifleman,_mgunner,_glauncher,_ATlauncher}; if(_newVehicletype == "ad_V3S_TK_INS") then {_cargopool = _TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_AAlauncher,_Medic,_Sniper,_TL,_rifleman,_mgunner,_glauncher,_ATlauncher}; if(_newVehicletype == "ad_V3S_TK__OPEN_INS") then {_cargopool = _TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_AAlauncher,_Medic,_Sniper,_TL,_rifleman,_mgunner,_glauncher,_ATlauncher}; if(_newVehicletype == "UralOpen_CA") then {_cargopool = _TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_AAlauncher,_Medic,_Sniper,_TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_rifleman}; if(_newVehicletype == "Ural_IRAN") then {_cargopool = _TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_AAlauncher,_Medic,_Sniper,_TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_rifleman}; if(_newVehicletype == "Ural_MOL") then {_cargopool = _TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_AAlauncher,_Medic,_Sniper,_TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_rifleman}; if(_newVehicletype == "ad_taki_uralOpen") then {_cargopool = _TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_AAlauncher,_Medic,_Sniper,_TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_rifleman}; _newInfantryGroup = [_unitpos, EAST, [_cargopool],[],[],[],[],[],_unitdir] call BIS_fnc_spawnGroup; But that did not seem to work.. Can anyone think of a viable solution? Here is the entire script, it is very long.... _unit = _this select 0; _unitgroup = group _unit; _unitpos = getPos _unit; _unitdir = getDir _unit; ///////////////////////////////////////////////////////////////////////////////////////////////// _infantrywppos = waypointPosition [_unitgroup,1]; _infantrywptype = waypointType [_unitgroup,1]; _infantrywpspeed = waypointSpeed [_unitgroup,1]; _infantrywpbehaviour = waypointBehaviour [_unitgroup,1]; _infantrywpstatements = waypointStatements [_unitgroup,1]; _infantrywptimeout = waypointTimeout [_unitgroup,1]; ///////////////////////////////////////////////////////////////////////////////////////////////// _vehicle = _this select 1; _vehiclepos = getPos _vehicle; _vehicledir = getDir _vehicle; _vehiclegroup = group driver _vehicle; ///////////////////////////////////////////////////////////////////////////////////////////////// _TL1 = "TK_INS_Soldier_TL_EP1"; _TL2 = "TK_INS_Soldier_2_EP1"; _TL3 = "TK_INS_Soldier_EP1"; _TL4 = "TK_INS_Soldier_3_EP1"; _TL5 = "TK_INS_Soldier_4_EP1"; _TL6 = "TK_INS_Warlord_EP1"; _TL7 = "TK_Soldier_EP1"; _TL8 = "TK_Soldier_B_EP1"; _TL9 = "TK_Soldier_Engineer_EP1"; _TL10 = "TK_Soldier_SL_EP1"; _TL11 = "TK_Soldier_Officer_EP1"; //////////////////////////////////////// _TL = [ _TL1, _TL2, _TL3, _TL4, _TL5, _TL6, _TL7, _TL8, _TL9, _TL10, _TL11 ] call BIS_fnc_selectRandom; ///////////////////////////////////////////////////////////////////////////////////////////////// _rifleman1 = "mas_tak_conv_sl_d"; _rifleman2 = "mas_tak_conv_slk_d"; _rifleman3 = "mas_tak_conv_sl_n"; _rifleman4 = "mas_tak_conv_slk_n"; _rifleman5 = "mas_tak_sf_tl_n"; _rifleman6 = "mas_tak_sf_sl_n"; _rifleman7 = "mas_tak_sf_dem_n"; _rifleman8 = "mas_tak_conv_lgh_v"; _rifleman9 = "mas_tak_conv_slk_v"; _rifleman10 = "mas_tak_sf_sl_m"; _rifleman11 = "mas_tak_conv_slk_m"; //////////////////////////////////////// _rifleman = [ _rifleman1, _rifleman2, _rifleman3, _rifleman4, _rifleman5, _rifleman6, _rifleman7, _rifleman8, _rifleman9, _rifleman10, _rifleman11 ] call BIS_fnc_selectRandom; ///////////////////////////////////////////////////////////////////////////////////////////////// _mgunner1 = "TK_INS_Soldier_AR_EP1"; _mgunner2 = "TK_INS_Soldier_MG_EP1"; _mgunner3 = "TK_Soldier_MG_EP1"; _mgunner4 = "TK_Soldier_AR_EP1"; _mgunner5 = "TK_Special_Forces_MG_EP1"; _mgunner6 = "mas_tak_sf_mg_d"; _mgunner7 = "ETerrorist10"; _mgunner8 = "ETerrorist9"; _mgunner9 = "ETaliban10"; _mgunner10 = "ETaliban9"; _mgunner11 = "mas_tak_conv_ar_z"; //////////////////////////////////////// _mgunner = [ _mgunner1, _mgunner2, _mgunner3, _mgunner4, _mgunner5, _mgunner6, _mgunner7, _mgunner8, _mgunner9, _mgunner10, _mgunner11 ] call BIS_fnc_selectRandom; ///////////////////////////////////////////////////////////////////////////////////////////////// _glauncher1 = "TK_INS_Soldier_TL_EP1"; _glauncher2 = "TK_Soldier_GL_EP1"; _glauncher3 = "TK_Special_Forces_EP1"; _glauncher4 = "mas_tak_sf_sl_d"; _glauncher5 = "ETerrorist5"; _glauncher6 = "ETaliban4"; _glauncher7 = "EGangsta_merc7"; _glauncher8 = "mas_tak_conv_gl_d"; _glauncher9 = "mas_tak_conv_gl_n"; _glauncher10 = "mas_tak_sf_sl_n"; _glauncher11 = "mas_tak_conv_gl_v"; //////////////////////////////////////// _glauncher = [ _glauncher1, _glauncher2, _glauncher3, _glauncher4, _glauncher5, _glauncher6, _glauncher7, _glauncher8, _glauncher9, _glauncher10, _glauncher11 ] call BIS_fnc_selectRandom; ///////////////////////////////////////////////////////////////////////////////////////////////// _ATlauncher1 = "TK_INS_Soldier_AT_EP1"; _ATlauncher2 = "TK_INS_Soldier_AT_EP1"; _ATlauncher3 = "TK_Soldier_LAT_EP1"; _ATlauncher4 = "TK_Soldier_AT_EP1"; _ATlauncher5 = "TK_Soldier_HAT_EP1"; _ATlauncher6 = "mas_tak_conv_at_d"; _ATlauncher7 = "ETerrorist6"; _ATlauncher8 = "ETaliban5"; _ATlauncher9 = "mas_tak_sf_at_d"; _ATlauncher10 = "mas_tak_conv_at_n"; _ATlauncher11 = "mas_tak_sf_at_n"; //////////////////////////////////////// _ATlauncher = [ _ATlauncher1, _ATlauncher2, _ATlauncher3, _ATlauncher4, _ATlauncher5, _ATlauncher6, _ATlauncher7, _ATlauncher8, _ATlauncher9, _ATlauncher10, _ATlauncher11 ] call BIS_fnc_selectRandom; ///////////////////////////////////////////////////////////////////////////////////////////////// _AAlauncher1 = "TK_INS_Soldier_AA_EP1"; _AAlauncher2 = "TK_INS_Soldier_AA_EP1"; _AAlauncher3 = "TK_Soldier_AA_EP1"; _AAlauncher4 = "mas_tak_conv_aa_d"; _AAlauncher5 = "ETerrorist7"; _AAlauncher6 = "ETaliban6"; _AAlauncher7 = "mas_tak_conv_aa_n"; _AAlauncher8 = "mas_tak_conv_aa_v"; _AAlauncher9 = "TK_INS_Soldier_AA_EP1"; _AAlauncher10 = "TK_INS_Soldier_AA_EP1"; _AAlauncher11 = "TK_INS_Soldier_AA_EP1"; /////////////////////////////////////// _AAlauncher = [ _AAlauncher1, _AAlauncher2, _AAlauncher3, _AAlauncher4, _AAlauncher5, _AAlauncher6, _AAlauncher7, _AAlauncher8, _AAlauncher9, _AAlauncher10, _AAlauncher11 ] call BIS_fnc_selectRandom; ///////////////////////////////////////////////////////////////////////////////////////////////// _Medic1 = "TK_INS_Bonesetter_EP1"; _Medic2 = "TK_INS_Bonesetter_EP1"; _Medic3 = "TK_Soldier_Medic_EP1"; _Medic4 = "IRAN_MAN_Medic"; _Medic5 = "ETerrorist12"; _Medic6 = "ETaliban12"; _Medic7 = "EGangsta_merc10"; _Medic8 = "mas_tak_sf_med_d"; _Medic9 = "mas_tak_conv_med_d"; _Medic10 = "mas_tak_conv_med_n"; _Medic11 = "mas_tak_sf_med_n"; /////////////////////////////////////// _Medic = [ _Medic1, _Medic2, _Medic3, _Medic4, _Medic5, _Medic6, _Medic7, _Medic8, _Medic9, _Medic10, _Medic11 ] call BIS_fnc_selectRandom; ///////////////////////////////////////////////////////////////////////////////////////////////// _Sniper1 = "TK_INS_Soldier_Sniper_EP1"; _Sniper2 = "TK_INS_Soldier_Sniper_EP1"; _Sniper3 = "TK_Soldier_Sniper_EP1"; _Sniper4 = "TK_Soldier_SniperH_EP1"; _Sniper5 = "TK_Soldier_Sniper_Night_EP1"; _Sniper6 = "mas_tak_sf_snp_d"; _Sniper7 = "ETerrorist11"; _Sniper8 = "ETaliban11"; _Sniper9 = "EGangsta_merc9"; _Sniper10 = "mas_tak_conv_mark_d"; _Sniper11 = "mas_tak_sf_snpgh_d"; /////////////////////////////////////// _Sniper = [ _Sniper1, _Sniper2, _Sniper3, _Sniper4, _Sniper5, _Sniper6, _Sniper7, _Sniper8, _Sniper9, _Sniper10, _Sniper11 ] call BIS_fnc_selectRandom; ///////////////////////////////////////////////////////////////////////////////////////////////// _vehiclewppos1 = waypointPosition [_vehiclegroup,1]; _vehiclewptype1 = waypointType [_vehiclegroup,1]; _vehiclewpspeed1 = waypointSpeed [_vehiclegroup,1]; _vehiclewpbehaviour1 = waypointBehaviour [_vehiclegroup,1]; _vehiclewpstatements1 = waypointStatements [_vehiclegroup,1]; _vehiclewptimeout1 = waypointTimeout [_vehiclegroup,1]; ///////////////////////////////////////////////////////////////////////////////////////////////// _vehiclewppos2 = waypointPosition [_vehiclegroup,2]; _vehiclewptype2 = waypointType [_vehiclegroup,2]; _vehiclewpspeed2 = waypointSpeed [_vehiclegroup,2]; _vehiclewpbehaviour2 = waypointBehaviour [_vehiclegroup,2]; _vehiclewpstatements2 = waypointStatements [_vehiclegroup,2]; _vehiclewptimeout2 = waypointTimeout [_vehiclegroup,2]; ///////////////////////////////////////////////////////////////////////////////////////////////// _vehiclewppos3 = waypointPosition [_vehiclegroup,3]; _vehiclewptype3 = waypointType [_vehiclegroup,3]; _vehiclewpspeed3 = waypointSpeed [_vehiclegroup,3]; _vehiclewpbehaviour3 = waypointBehaviour [_vehiclegroup,3]; _vehiclewpstatements3 = waypointStatements [_vehiclegroup,3]; _vehiclewptimeout3 = waypointTimeout [_vehiclegroup,3]; ///////////////////////////////////////////////////////////////////////////////////////////////// _vehiclewppos4 = waypointPosition [_vehiclegroup,4]; _vehiclewptype4 = waypointType [_vehiclegroup,4]; _vehiclewpspeed4 = waypointSpeed [_vehiclegroup,4]; _vehiclewpbehaviour4 = waypointBehaviour [_vehiclegroup,4]; _vehiclewpstatements4 = waypointStatements [_vehiclegroup,4]; _vehiclewptimeout4 = waypointTimeout [_vehiclegroup,4]; ///////////////////////////////////////////////////////////////////////////////////////////////// _vehiclewppos5 = waypointPosition [_vehiclegroup,5]; _vehiclewptype5 = waypointType [_vehiclegroup,5]; _vehiclewpspeed5 = waypointSpeed [_vehiclegroup,5]; _vehiclewpbehaviour5 = waypointBehaviour [_vehiclegroup,5]; _vehiclewpstatements5 = waypointStatements [_vehiclegroup,5]; _vehiclewptimeout5 = waypointTimeout [_vehiclegroup,5]; ///////////////////////////////////////////////////////////////////////////////////////////////// _vehiclewppos6 = waypointPosition [_vehiclegroup,6]; _vehiclewptype6 = waypointType [_vehiclegroup,6]; _vehiclewpspeed6 = waypointSpeed [_vehiclegroup,6]; _vehiclewpbehaviour6 = waypointBehaviour [_vehiclegroup,6]; _vehiclewpstatements6 = waypointStatements [_vehiclegroup,6]; _vehiclewptimeout6 = waypointTimeout [_vehiclegroup,6]; ///////////////////////////////////////////////////////////////////////////////////////////////// _vehiclewppos7 = waypointPosition [_vehiclegroup,7]; _vehiclewptype7 = waypointType [_vehiclegroup,7]; _vehiclewpspeed7 = waypointSpeed [_vehiclegroup,7]; _vehiclewpbehaviour7 = waypointBehaviour [_vehiclegroup,7]; _vehiclewpstatements7 = waypointStatements [_vehiclegroup,7]; _vehiclewptimeout7 = waypointTimeout [_vehiclegroup,7]; ///////////////////////////////////////////////////////////////////////////////////////////////// _vehiclewppos8 = waypointPosition [_vehiclegroup,8]; _vehiclewptype8 = waypointType [_vehiclegroup,8]; _vehiclewpspeed8 = waypointSpeed [_vehiclegroup,8]; _vehiclewpbehaviour8 = waypointBehaviour [_vehiclegroup,8]; _vehiclewpstatements8 = waypointStatements [_vehiclegroup,8]; _vehiclewptimeout8 = waypointTimeout [_vehiclegroup,8]; ///////////////////////////////////////////////////////////////////////////////////////////////// _randomvehicle1 = "V3S_Open_TK_EP1"; //transportSoldier = 13 _randomvehicle2 = "V3S_TK_EP1"; //transportSoldier = 13 _randomvehicle3 = "UralOpen_CA"; //transportSoldier = 14; _randomvehicle4 = "Ural_IRAN"; //transportSoldier = 14; _randomvehicle5 = "Ural_MOL"; //transportSoldier = 14; _randomvehicle6 = "ad_taki_uralOpen"; //transportSoldier = 14; _randomvehicle7 = "ad_V3S_TK_INS"; //transportSoldier = 13; _randomvehicle8 = "ad_V3S_TK__OPEN_INS"; //transportSoldier = 13; ///////////////////////////////////////////////////////////////////////////////////////////////// waituntil {!isnil "bis_fnc_init"}; ///////////////////////////////////////////////////////////////////////////////////////////////// _newvehiclerandom = [ _randomvehicle1, _randomvehicle2, _randomvehicle3, _randomvehicle4, _randomvehicle5, _randomvehicle6, _randomvehicle7, _randomvehicle8 ] call BIS_fnc_selectRandom; ///////////////////////////////////////////////////////////////////////////////////////////////// waituntil {!isnil "bis_fnc_init"}; waitUntil {{alive _x} count (units _unitgroup) == 0}; hint "OPFOR respawn"; sleep 1; _newVehiclespawn = [_vehiclepos, _vehicledir, _newvehiclerandom, EAST] call bis_fnc_spawnvehicle; _newVehicle = _newVehiclespawn select 0; _newVehicleGroup = _newVehiclespawn select 2; _newVehicletype = typeof _newVehicle; sleep 1; if(_newVehicletype == "V3S_Open_TK_EP1") then {_cargopool = _TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_AAlauncher,_Medic,_Sniper,_TL,_rifleman,_mgunner,_glauncher,_ATlauncher}; if(_newVehicletype == "V3S_TK_EP1") then {_cargopool = _TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_AAlauncher,_Medic,_Sniper,_TL,_rifleman,_mgunner,_glauncher,_ATlauncher}; if(_newVehicletype == "ad_V3S_TK_INS") then {_cargopool = _TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_AAlauncher,_Medic,_Sniper,_TL,_rifleman,_mgunner,_glauncher,_ATlauncher}; if(_newVehicletype == "ad_V3S_TK__OPEN_INS") then {_cargopool = _TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_AAlauncher,_Medic,_Sniper,_TL,_rifleman,_mgunner,_glauncher,_ATlauncher}; if(_newVehicletype == "UralOpen_CA") then {_cargopool = _TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_AAlauncher,_Medic,_Sniper,_TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_rifleman}; if(_newVehicletype == "Ural_IRAN") then {_cargopool = _TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_AAlauncher,_Medic,_Sniper,_TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_rifleman}; if(_newVehicletype == "Ural_MOL") then {_cargopool = _TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_AAlauncher,_Medic,_Sniper,_TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_rifleman}; if(_newVehicletype == "ad_taki_uralOpen") then {_cargopool = _TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_AAlauncher,_Medic,_Sniper,_TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_rifleman}; sleep 1; _newInfantryGroup = [_unitpos, EAST, [_cargopool],[],[],[],[],[],_unitdir] call BIS_fnc_spawnGroup; _Infantryleader = leader _newInfantryGroup; sleep 1; {_x assignAsCargo _newVehicle} forEach units _newInfantryGroup; {_x moveinCargo _newVehicle} forEach units _newInfantryGroup; sleep 1; _vehiclewp1 = _newVehicleGroup addWaypoint [_vehiclewppos1,0]; [_newVehicleGroup, 1] setWaypointType _vehiclewptype1; [_newVehicleGroup, 1] setWaypointSpeed _vehiclewpspeed1; [_newVehicleGroup, 1] setWaypointBehaviour _vehiclewpbehaviour1; [_newVehicleGroup, 1] setWaypointStatements _vehiclewpstatements1; [_newVehicleGroup, 1] setWaypointTimeout _vehiclewptimeout1; [_newVehicleGroup, 1] showWaypoint "NEVER"; _vehiclewp2 = _newVehicleGroup addWaypoint [_vehiclewppos2,0]; [_newVehicleGroup, 2] setWaypointType _vehiclewptype2; [_newVehicleGroup, 2] setWaypointSpeed _vehiclewpspeed2; [_newVehicleGroup, 2] setWaypointBehaviour _vehiclewpbehaviour2; [_newVehicleGroup, 2] setWaypointStatements _vehiclewpstatements2; [_newVehicleGroup, 2] setWaypointTimeout _vehiclewptimeout2; [_newVehicleGroup, 2] showWaypoint "NEVER"; _vehiclewp3 = _newVehicleGroup addWaypoint [_vehiclewppos3,0]; [_newVehicleGroup, 3] setWaypointType _vehiclewptype3; [_newVehicleGroup, 3] setWaypointSpeed _vehiclewpspeed3; [_newVehicleGroup, 3] setWaypointBehaviour _vehiclewpbehaviour3; [_newVehicleGroup, 3] setWaypointStatements _vehiclewpstatements3; [_newVehicleGroup, 3] setWaypointTimeout _vehiclewptimeout3; [_newVehicleGroup, 3] showWaypoint "NEVER"; _vehiclewp4 = _newVehicleGroup addWaypoint [_vehiclewppos4,0]; [_newVehicleGroup, 4] setWaypointType _vehiclewptype4; [_newVehicleGroup, 4] setWaypointSpeed _vehiclewpspeed4; [_newVehicleGroup, 4] setWaypointBehaviour _vehiclewpbehaviour4; [_newVehicleGroup, 4] setWaypointStatements _vehiclewpstatements4; [_newVehicleGroup, 4] setWaypointTimeout _vehiclewptimeout4; [_newVehicleGroup, 4] showWaypoint "NEVER"; _vehiclewp5 = _newVehicleGroup addWaypoint [_vehiclewppos5,0]; [_newVehicleGroup, 5] setWaypointType _vehiclewptype5; [_newVehicleGroup, 5] setWaypointSpeed _vehiclewpspeed5; [_newVehicleGroup, 5] setWaypointBehaviour _vehiclewpbehaviour5; [_newVehicleGroup, 5] setWaypointStatements _vehiclewpstatements5; [_newVehicleGroup, 5] setWaypointTimeout _vehiclewptimeout5; [_newVehicleGroup, 5] showWaypoint "NEVER"; _vehiclewp6 = _newVehicleGroup addWaypoint [_vehiclewppos6,0]; [_newVehicleGroup, 6] setWaypointType _vehiclewptype6; [_newVehicleGroup, 6] setWaypointSpeed _vehiclewpspeed6; [_newVehicleGroup, 6] setWaypointBehaviour _vehiclewpbehaviour6; [_newVehicleGroup, 6] setWaypointStatements _vehiclewpstatements6; [_newVehicleGroup, 6] setWaypointTimeout _vehiclewptimeout6; [_newVehicleGroup, 6] showWaypoint "NEVER"; _vehiclewp7 = _newVehicleGroup addWaypoint [_vehiclewppos7,0]; [_newVehicleGroup, 7] setWaypointType _vehiclewptype7; [_newVehicleGroup, 7] setWaypointSpeed _vehiclewpspeed7; [_newVehicleGroup, 7] setWaypointBehaviour _vehiclewpbehaviour7; [_newVehicleGroup, 7] setWaypointStatements _vehiclewpstatements7; [_newVehicleGroup, 7] setWaypointTimeout _vehiclewptimeout7; [_newVehicleGroup, 7] showWaypoint "NEVER"; _vehiclewp8 = _newVehicleGroup addWaypoint [_vehiclewppos8,0]; [_newVehicleGroup, 8] setWaypointType _vehiclewptype8; [_newVehicleGroup, 8] setWaypointSpeed _vehiclewpspeed8; [_newVehicleGroup, 8] setWaypointBehaviour _vehiclewpbehaviour8; [_newVehicleGroup, 8] setWaypointStatements _vehiclewpstatements8; [_newVehicleGroup, 8] setWaypointTimeout _vehiclewptimeout8; [_newVehicleGroup, 8] showWaypoint "NEVER"; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _infantrywp1 = _newInfantryGroup addWaypoint [_infantrywppos,0]; [_newInfantryGroup, 1] setWaypointType _infantrywptype; [_newInfantryGroup, 1] setWaypointSpeed _infantrywpspeed; [_newInfantryGroup, 1] setWaypointBehaviour _infantrywpbehaviour; [_newInfantryGroup, 1] setWaypointStatements _infantrywpstatements; [_newInfantryGroup, 1] setWaypointTimeout _infantrywptimeout; [_newInfantryGroup, 1] showWaypoint "NEVER"; ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if ((count (crew _newVehicle) == 0) or (!alive (driver _newVehicle))) then { _newVehicle setDamage 1; }; null = [_Infantryleader,_newVehicle] execVM "scripts\OPFrespawn1.sqf"; null = [_newVehicle] execVM "scripts\destroy.sqf"; Just to reiterate, everything works perfectly except for the part where I check the type of vehicle that was created. -AD Crap!! should have posted in mission editing. Edited January 21, 2012 by ADuke Share this post Link to post Share on other sites
[frl]myke 14 Posted January 21, 2012 if ((typeof _newVehicletype) == "V3S_Open_TK_EP1") then {..... But for such things i would prefer a switch do insted of countless if then's: switch (typeOf _newVehicleType) do { case "V3S_Open_TK_EP1": { _cargopool = _TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_AAl auncher,_Medic,_Sniper,_TL,_rifleman,_mgunner,_gla uncher,_ATlauncher; }; case "V3S_TK_EP1": { _cargopool = _TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_AAl auncher,_Medic,_Sniper,_TL,_rifleman,_mgunner,_gla uncher,_ATlauncher; }; case "ad_V3S_TK_INS": { _cargopool = _TL,_rifleman,_mgunner,_glauncher,_ATlauncher,_AAl auncher,_Medic,_Sniper,_TL,_rifleman,_mgunner,_gla uncher,_ATlauncher; }; }; Just wrote 3 cases just so you can get the idea. Besides this, personally i would get rid off these _randomVehicleX lines and write the classnames directly into the _newvehiclerandom array. Your way doesn't hurt but it's just unnecessary. :EDITH: Maybe this is helpful for you: http://community.bistudio.com/wiki/Control_Structures Share this post Link to post Share on other sites