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hogmason

mobile HQ not working on dedi

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ok so i made a MHQ script that is called from an addaction on the MHQ vehicle this seemed to work fine of a dedi but when you go on to a dedi the option is there so i select deploy MHQ but nothing happens except the hint that says rally point deployed.

this is the code

rally_point.sqf


// HOG Rally point
// By =Mason=
//////////////////////////

_HQ = _this select 0;// the object
_man = _this select 1;//  the caller
_add = _this select 2;// the addaction
_behind = _HQ modelToWorld [0,-7,0];
_center = _HQ modelToWorld [0,0,0];
_tele_pos = _HQ modelToWorld [3,5,0];
_behind_cover = _HQ modelToWorld [0,-12,0];


//remove addaction
_HQ removeAction _add;
MOBILE_HQ setFuel 0;
//MOBILE_HQ setVehicleLock "LOCKED";

rally_available = 0; publicVariable "rally_available";

//spawn the ammo box
crate = "RUVehicleBox" createVehicle (_behind);
crate setPosATL [_behind select 0, _behind select 1, 0];
crate setVehicleInit "this allowDamage false; null = this execVM 'HOG_scripts\HOG_weapons\HOG_weapons.sqf'; this addaction ['Teleport to Base', 'HOG_scripts\HOG_HQ\teleport_base.sqf']; this addAction ['Save Loadout','HOG_scripts\HOG_weapons\saveloadout.sqf',nil,+10,true,true,'','player distance crate<5.5']";

//create cammo net
net = "Land_camoNetB_EAST_EP1" createVehicle (_center);
net setPosATL [_center select 0, _center select 1, 0];
net setDir ((getDir MOBILE_HQ) +360);

//cover1
cover1 = "Land_fort_bagfence_round" createVehicle (_behind_cover);
cover1 setPosATL [_behind_cover select 0, _behind_cover select 1, 0];
cover1 setDir ((getDir MOBILE_HQ) +180);

_HQ setVehicleInit "this allowDamage false; this addaction ['Undeploy HQ', 'HOG_scripts\HOG_HQ\Undeploy.sqf'];"; 		
processInitCommands;

//CALL OUT RALLY DEPLOY TO PLAYERS
[sgt,nil,rgroupChat,"Rally Point deployed and marked on map."] call RE;

//Create map marker for players to find rally point
       _Rallymarker = createMarkerLocal ["rally", (getPos _HQ)];
       _Rallymarker setMarkerTypeLocal "mil_dot";
       _Rallymarker setMarkerColorLocal "ColorOrange";
	_Rallymarker setMarkerSizeLocal [0.3,0.3];
	_Rallymarker setMarkerTextLocal "Rally Point";


just so you know nothing in this or pointing to this is wrapped in

if (isServer) then

{

};

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Not a solution directly to your problem (I don't think), but if you're creating any vehicle on a dedicated server, you have to only create it on the server and not the clients too. Lets say your script did work atm, then every vehicle the script creates will be created for the server and one for each connected player / client. So you'd have to use isServer || isDedicated at some point to create those objects properly, else you'll have duplicates of objects.

btw, I assume you're using the -showscripterrors parameter?

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yeah mate i am using the show errors param but i get nothing.

I did think of that and originally i did have the isserver checks but it still diddnt work on a dedi thats when i decided to try it without the check and still same issue nothing spawns.

im thinking maybe its a public variable issue maybe i have done it wrong this is what i done

---------- Post added at 09:16 ---------- Previous post was at 09:12 ----------

in my mission init i have


//set to 1 for rally point is not deployed
rally_available = 1; publicVariable "rally_available";

in the MHQ main code that spawns the MHQ

// SET RALLY POINT TO DEPLOYED
rally_available = 0; publicVariable "rally_available";

in undeploy code

// set to not deployed again
rally_available = 1; publicVariable "rally_available";

now the purpose of this is for the teleporting

if it is set to 1 then when you go to flag at base and click teleport to rally you will get a hint stating rally point is not deployed

but if its set to 0 the you will teleport to the rally point.

---------- Post added at 09:19 ---------- Previous post was at 09:16 ----------

ok so changed it to

// HOG Rally point
// By =Mason=
//////////////////////////

_HQ = _this select 0;// the object
_man = _this select 1;//  the caller
_add = _this select 2;// the addaction
_behind = _HQ modelToWorld [0,-7,0];
_center = _HQ modelToWorld [0,0,0];
_tele_pos = _HQ modelToWorld [3,5,0];
_behind_cover = _HQ modelToWorld [0,-12,0];


//remove addaction
_HQ removeAction _add;
MOBILE_HQ setFuel 0;
//MOBILE_HQ setVehicleLock "LOCKED";

rally_available = 0; publicVariable "rally_available";

[color="#FF0000"]if (isServer) then 
{[/color]

//spawn the ammo box
crate = "RUVehicleBox" createVehicle (_behind);
crate setPosATL [_behind select 0, _behind select 1, 0];
crate setVehicleInit "this allowDamage false; null = this execVM 'HOG_scripts\HOG_weapons\HOG_weapons.sqf'; this addaction ['Teleport to Base', 'HOG_scripts\HOG_HQ\teleport_base.sqf']; this addAction ['Save Loadout','HOG_scripts\HOG_weapons\saveloadout.sqf',nil,+10,true,true,'','player distance crate<5.5']";

//create cammo net
net = "Land_camoNetB_EAST_EP1" createVehicle (_center);
net setPosATL [_center select 0, _center select 1, 0];
net setDir ((getDir MOBILE_HQ) +360);

//cover1
cover1 = "Land_fort_bagfence_round" createVehicle (_behind_cover);
cover1 setPosATL [_behind_cover select 0, _behind_cover select 1, 0];
cover1 setDir ((getDir MOBILE_HQ) +180);

_HQ setVehicleInit "this allowDamage false; this addaction ['Undeploy HQ', 'HOG_scripts\HOG_HQ\Undeploy.sqf'];"; 		
processInitCommands;

[color="#FF0000"]};[/color]

//CALL OUT RALLY DEPLOY TO PLAYERS
[sgt,nil,rgroupChat,"Rally Point deployed and marked on map."] call RE;

//Create map marker for players to find rally point
       _Rallymarker = createMarker ["rally", (getPos _HQ)];
       _Rallymarker setMarkerType "mil_dot";
       _Rallymarker setMarkerColor "ColorOrange";
	_Rallymarker setMarkerSize [0.3,0.3];
	_Rallymarker setMarkerText "Rally Point";



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na man driving me nuts lol looks like i know what my day off is going to be spent on lol

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if you think its could be a PV error thats stopping its spawning then remove the PV lines from all scripts and try with that -

if that is it - suggest you change the init line to something like

if (isnil "rally_available") then

{rally_available = 1};

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Have you actually added the event handler?

http://community.bistudio.com/wiki/addPublicVariableEventHandler

Try putting this in your init.sqf.... must run on every machine.

if (isNil "rally_available") then {
rally_available = 1;
};

"rally_available" addPublicVariableEventHandler {
  	private ["_var","_val"];
       _var = _this select 0;    //the variables name
  	_val = _this select 1;    //the variables value
hint format ["%1 was just updated to %2",_var,_val];
};

You have to remember that the event handler does not fire on the machine it is called on. So if you were passing a value that was used to run a script on all machines it would not run on the machine that actually changed the value and broadcasted the public variable.

In your case here you should be alright because you are not doing anything with the variable other than changing it's value.

EDIT: Thinking about it some more.... that might in fact be your problem.

Edited by twirly

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this may help

we use an adapted script in evolution mission (developed from Xeno's original masterpiece) which enables spawning of a reconHQ vehicle by a class of player (commander) which other players can then spawn at - the vehicle is spawned using a local code BUT a global nametag and marker is created (marker made off map in the mission sqm and moved to the site of the named vehicle) - the player spawns at the vehicle called "amb".

//mission.sqm markers
	class Item151
	{
		position[]={4972.8838,0.44020194,-384.91699};
		name="ambmarker";
		text="Recon HQ";
		type="hd_destroy";
		colorName="ColorBlue";
	};
mission.sqm sensors
	class Item36
	{
		position[]={3555.3245,0.57080811,-359.50586};
		a=0;
		b=0;
		repeating=1;
		age="UNKNOWN";
		text="Respawn at Recon HQ";
		expCond="Player distance LAVHQf < 10 && basebeam >0 && not (isNull amb)";
		expActiv="ID_Beamx = Player addAction [""~Respawn Recon HQ"",""data\scripts\ambx.sqs""]";
		expDesactiv="Player removeAction ID_Beamx";
		class Effects
		{
		};
	};

the actions script to spawn the vehicle

//ambtent
//famb ambnest_pos _amb_name actions\removeamb

// by Xeno
//private ["_posamb","_amb_name","_marker1"];
private ["_posamb","_amb_name","_markerLUP"];

if (player in list AirportIn) exitWith {hint "You cannot deploy a Recon HQ in the base"};

if (alive amb) exitWith 
{
	hint "You have already established a Recon HQ. You must destroy/remove it to make a new one"
};

player playMove "AinvPknlMstpSlayWrflDnon_medic";
sleep 3;
WaitUntil {animationState player != "AinvPknlMstpSlayWrflDnon_medic"};

if (!(alive player)) exitWith 
{
	amb_pos = [];
};

amb = "PRACS_Pinzgauer_SFOD" createVehicle (position player);


//amb = "HMMWV_M998A2_SOV_DES_EP1" createVehicle (position player);
//PRACS_Pinzgauer_patrol  HMMWV_Armored
//amb = "PRACS_Pinzgauer_patrol" createVehicle (position player);
//amb = "Chenowth" createVehicle (position player);
//amb = "vil_aifv_ypr" createVehicle (position player);
//amb = "HMMWV_M1151_M2_DES_EP1" createVehicle (position player);

_dir  = getdir player;
amb setdir _dir;
amb_pos = position amb;

publicVariable "amb";

//"HMMWV_Ambulance"
//"LAV25_HQ"

_amb_name = "PRACS_Pinzgauer_SFOD";

amb addAction ["Remove Recon HQ", "actions\removeamb.sqf",0,1,false,true];
player moveInDriver amb;

if (true) exitWith {};

the removal script

// by Xeno
//removeamb
private ["_amb_name"];

if (vehicle player == amb) exitWith 
{
	hint "You have to get out of the Recon HQ before you can remove it."
};

player playMove "AinvPknlMstpSlayWrflDnon_medic";
sleep 3;
WaitUntil {animationState player != "AinvPknlMstpSlayWrflDnon_medic"};
if (!(alive player)) exitWith {};
deleteVehicle amb;
amb_pos = [];

if (true) exitWith {};

the script to teleport players

//ambx
_dir = random 359;
player SetPos [(getPos amb select 0)-15*sin(_dir),(getPos amb select 1)-15*cos(_dir)];
exit

the script run on the serverto monitor the global marker

//ambmarker
/* 
Marks Recon HQ on the map

Usage:
Create marker in the editor, name it as "ambmarker", type "empty"
_ambmarker = [] execVM "data\scripts\ambmarker.sqf";
*/


private ["_run"];

_run = true;

"ambmarker" setMarkerTypeLocal "hd_destroy";
"ambmarker" setMarkerColorLocal "ColorRed";
"ambmarker" setMarkerTextLocal "Recon HQ";

while {_run} do
{
sleep 0.001;
if ((not alive amb) or (IsNull amb)) then 
{
	"ambmarker" setMarkerTypeLocal "Empty"; 
	"ambmarker" setMarkerColorLocal "ColorBlack";
	waitUntil {alive amb};
};

"ambmarker" setMarkerTypeLocal "hd_destroy";
"ambmarker" setMarkerColorLocal "ColorBlue";

waitUntil {alive amb};
"ambmarker" setMarkerPosLocal [getpos amb select 0,getpos amb select 1];
sleep 1.0;
};

in the spawn script we run on players we add the action to the officer (there is only one ofthis type added to the mission as playable

if (_playertype in EGG_EVO_PlayerOff) then {_actionId8 = player addAction ["Deploy Recon HQ", "actions\ambtent.sqf",0,1, false, true,"test2"]};

this relies on the init having an array of officer types

//officer classes
EGG_EVO_playerOff = ["rhs_msv_officer_armored","bink_omon_teamleader","CZ_Soldier_Office_DES_EP1","CZ_Soldier_SL_DES_EP1","CZ_Soldier_Officer_Wdl_ACR","CZ_Soldier_Leader_Wdl_ACR","CZ_Special_Forces_TL_DES_EP1","CZ_Soldier_Spec1_Wdl_ACR","GUE_Soldier_CO","GUE_Commander","LIN_Officer","LIN_ElPresidente","ibr_venator_leader","ibr_arl_officer","ibr_drg_lord","ibr_drg_officer","PRACS_Regular_O","PRACS_MRegular_O","PRACS_Fusilier_O","PRACS_QAB_O","PRACS_SNG_O","PRACS_Marine_O","PRACS_Paratrooper_O","PRACS_Recon2","PRACS_RedBrigade_O","PRACS_RedBrigade_O_D","US_Soldier_Officer_EP1","Soldier_TL_PMC","GER_Soldier_TL_EP1","CDF_Commander","CDF_Soldier_TL","USMC_Soldier_Officer","FR_Commander","FR_TL","USMC_Soldier_TL","USMC_Soldier_SL","RU_Soldier_Officer","RU_Commander","RUS_Commander","RUS_Soldier_TL","Ins_Commander","Ins_Soldier_CO","Ins_Bardak","Ins_Lopotev","MVD_Soldier_TL","mas_gru_spet_tl_gd","mas_gru_spet_tl_ge","mas_gru_spet_tl_kb","mas_gru_spet_tl_iz","UK_SFMSKD1","AFR_Officer","AFR_Soldier_Officer","MOL_officer","MOL_Soldier_Officer","BAF_Soldier_Officer_MTP","TK_Soldier_Officer_EP1","TK_Aziz_EP1","TK_Commander_EP1","TK_INS_Warlord_EP1","TK_Special_Forces_TL_EP1","TK_INS_Soldier_TL_EP1","uns_nva1","uns_nva1a","uns_nva1b","uns_nva1c","uns_nva9b","uns_nva9c","uns_rf_vc1","uns_rf_vc9a","uns_mf_vc1a","uns_mf_vc1b","uns_mf_vc2a","uns_mf_vc9a","uns_guerrilla1","uns_usmc_1a","uns_usmc_1b","uns_usmc_1c","uns_usmc_1d","uns_usmc_1e","uns_usmc_1f","uns_army_1a","uns_army_1aa","uns_army_2a","uns_army_2aa","uns_army_3a","uns_army_3aa","uns_lrrp_1a","uns_lrrp_1aa","uns_lrrp_2a","uns_lrrp_2aa","uns_sf_1a","uns_sf_1aa","uns_sf_2a","uns_sf_2aa","s_tigerian1","s_tigerian2"]; 

anyway - some of this might shine a light on the problem!

it works absolutely fine except that we can still spawn at the site of the wreck of the vehicle when destroyed - we could change that but it's actually really useful.

the officer can still make a new one , so if the vehicle is dropped in the sea and destroyed, he can walk out of base (sensor airportin) and run the action to make a new reconhq.

it means that even if officer leaves server the recon will work until destroyed, then someone has to come in as officer if you want it moved, otherwise you can only teleport to the wreck.

you could disbale the spawning at wreck easily enough, but we use it a lot as enemy planes are v active in our mission!

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cheers guys for all your help ive fixed the public variables and played with it a shit load but nothing seems to do the trick

ill post the script up maybe some one can play with it and find my stupid mistake ;)

http://ds5758.hostname.net.au/downloads/=HARDCORE=%20Downloads/ARMADownloads/masons%20editing/HOG_MHQ.Desert_E.rar

this is a demo on desert

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check also the script named x_deploymhq.sqf . you can find it in any domination mission under x_client folder... this may help you

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yeah cheers mate i did look at that but it doesnt really do what i am trying to do. thanks thought mate. ;)

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unfortunately it had nothing to do with your public variable hq_deployed -

you created an mhq but didnt name it outside of the script - unfortunatley giving it a global Variable name wont allow the game to work out what that is - added PV to the end of it

MOBILE_HQ = createVehicle [_Type, _Spawn_Pos, [], 0, "NONE"]; publicVariable "MOBILE_HQ";

anyway - here it is working https://dl.dropbox.com/u/17725328/HOG_MHQ.Desert_E.rar

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that's mad - we dont PV ours and it works. go figure lol. gj mate.

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i think you do - from a quick check of yours you use amb PV - then teleport to amb :)

same principle i guess.

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Awsome thanks mikie i never knew that again and as always you saved my danity thanks for the help mate

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i think you do - from a quick check of yours you use amb PV - then teleport to amb :)

same principle i guess.

wow i've been using that script for 2 years (xeno wrote it) and never once noticed that line!

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okay so I wrote an simple script to have an mhq aswell as a pulsating mhq marker that's dedicated/jip friendly and works with MHQ respawn (Tophes Simple Vehicle Respawn). Note that after you use the MHQ action on the flag you'll get placed into the cargo. When you return to the flag, it may take some time for the action to come back, but it always does after a few seconds. The action is taken away from the flagPole upon HQ death and instantly restored upon mhq respawn. I've included a example mission below.

*Place your mhq vehicle on the map and name it mhq and place this in the init box:

veh = [this, 15, 0] execVM "vehicleRespawn.sqf"

*VehicleRespawn.sqf

/*  
=========================================================
 Simple Vehicle Respawn Script v1.7
 by Tophe of Östgöta Ops [OOPS]

 Put this in the vehicles init line:
 veh = [this] execVM "vehicle.sqf"


 Options:
 There are some optional settings. The format for these are:
 veh = [this, Delay, Deserted timer, Respawns, Effect, Static] execVM "vehicle.sqf"


 Default respawn delay is 30 seconds, to set a custom
 respawn delay time, put that in the init as well. 
 Like this:
 veh = [this, 15] execVM "vehicle.sqf"

 Default respawn time when vehicle is deserted, but not
 destroyed is 120 seconds. To set a custom timer for this 
 first put the respawn delay, then the deserted vehicle timer. (0 = disabled)
 Like this:  
 veh = [this, 15, 10] execVM "vehicle.sqf"

 By default the number of respawns is infinite. To set a limit
 First set the other values then the number of respawns you want (0 = infinite).
 Like this:
 veh = [this, 15, 10, 5] execVM "vehicle.sqf"


 Set this value to TRUE to add a special explosion effect to the wreck when respawning.
 Default value is FALSE, which will simply have the wreck disappear.
 Like this:
 veh = [this, 15, 10, 5, TRUE] execVM "vehicle.sqf"

 By default the vehicle will respawn to the point where it first
 was when the mission started (static). This can be changed to 
 dynamic. Then the vehicle will respawn to the position where it was destroyed. 
 First set all the other values then set TRUE for dynamic or FALSE for static.
 Like this:
 veh = [this, 15, 10, 5, TRUE, TRUE] execVM "vehicle.sqf"

 If you you want to set the INIT field of the respawned vehicle, first set all other 
 values, then set init commands. Those must be inside quotations.
 Like this:
 veh = [this, 15, 10, 5, TRUE, FALSE, "this setDammage 0.5"] execVM "vehicle.sqf"

 Default values of all settings are:
 veh = [this, 30, 120, 0, FALSE, FALSE] execVM "vehicle.sqf"




Contact & Bugreport: harlechin@hotmail.com

=========================================================
*/

if (!isServer) exitWith {};

// Define variables
_unit = _this select 0;
_delay = if (count _this > 1) then {_this select 1} else {30};
_deserted = if (count _this > 2) then {_this select 2} else {120};
_respawns = if (count _this > 3) then {_this select 3} else {0};
_explode = if (count _this > 4) then {_this select 4} else {false};
_dynamic = if (count _this > 5) then {_this select 5} else {false};
_unitinit = if (count _this > 6) then {_this select 6} else {};
_haveinit = if (count _this > 6) then {true} else {false};

_hasname = false;
_unitname = vehicleVarName _unit;
if (isNil _unitname) then {_hasname = false;} else {_hasname = true;};
_noend = true;
_run = true;
_rounds = 0;

if (_delay < 0) then {_delay = 0};
if (_deserted < 0) then {_deserted = 0};
if (_respawns <= 0) then {_respawns= 0; _noend = true;};
if (_respawns > 0) then {_noend = false};

_dir = getDir _unit;
_position = getPosASL _unit;
_type = typeOf _unit;
_dead = false;
_nodelay = false;


// Start monitoring the vehicle
while {_run} do 
{	
sleep (2 + random 10);
     if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true};

// Check if the vehicle is deserted.
if (_deserted > 0) then
{
	if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8)) then 
	{
		_timeout = time + _deserted;
		sleep 0.1;
	 	waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0};
		if ({alive _x} count crew _unit > 0) then {_dead = false}; 
		if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true}; 
		if !(alive _unit) then {_dead = true; _nodelay = false}; 
	};
};

// Respawn vehicle
     if (_dead) then 
{	
	if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;};
	if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;};
	if (_explode) then {_effect = "M_TOW_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit;};
	sleep 0.1;

	deleteVehicle _unit;
	sleep 2;
	_unit = _type createVehicle _position;
	_unit setPosASL _position;
	_unit setDir _dir;

	if (_haveinit) then 
				{_unit setVehicleInit format ["%1;", _unitinit];
				processInitCommands;};
	if (_hasname) then 
				{_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname];
				processInitCommands;};
	_dead = false;

	// Check respawn amount
	if !(_noend) then {_rounds = _rounds + 1};
	if ((_rounds == _respawns) and !(_noend)) then {_run = false;};
};
};

*Place a marker on the map and name it mhq_M. Place a respawn_west empty marker (for testing etc).Place a flag pole on the map and put this into the init box:

mhq_action = this addAction ["MHQ", "mhq.sqf", [], 2,false, false, "", "alive mhq"]

init.sqf

null=[]execVM "mhq_Marker.sqf"

description .ext

respawn="BASE";
respawndelay=10;

mhq.sqf

_caller = _this select 1;
if (alive mhq) then {_caller moveInCargo MHQ};

mhq_marker.sqf


//Do things with the marker on the server
if (isServer) then {
_x = 1;
While {(_x == 1)} do {
"mhq_M" setMarkerPos getPos mhq;
"mhq_M" setMarkerSize [.1, .1];
sleep 0.1;
"mhq_M" setMarkerSize [.2, .2];
sleep 0.1;
"mhq_M" setMarkerSize [.3, .3];
sleep 0.1;
"mhq_M" setMarkerSize [.4, .4];
sleep 0.1;
"mhq_M" setMarkerSize [.5, .5];
sleep 0.1;
"mhq_M" setMarkerSize [.6, .6];
sleep 0.1;
"mhq_M" setMarkerSize [.7, .7];
sleep 0.1;
"mhq_M" setMarkerSize [.8, .8];
sleep 0.1;
"mhq_M" setMarkerSize [.9, .9];
sleep 0.1;
"mhq_M" setMarkerSize [1, 1];
sleep 0.1;
"mhq_M" setMarkerSize [.9, .9];
sleep 0.1;
"mhq_M" setMarkerSize [.8, .8];
sleep 0.1;
"mhq_M" setMarkerSize [.7, .7];
sleep 0.1;
"mhq_M" setMarkerSize [.6, .6];
sleep 0.1;
"mhq_M" setMarkerSize [.5, .5];
sleep 0.1;
"mhq_M" setMarkerSize [.4, .4];
sleep 0.1;
"mhq_M" setMarkerSize [.3, .3];
sleep 0.1;
"mhq_M" setMarkerSize [.2, .2];
sleep 0.1;
"mhq_M" setMarkerSize [.1, .1];
sleep 0.1;

};

};

here's an example mission >> DOWNLOAD <<

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