Valdee 10 Posted August 16, 2013 Hello, I am a total newb to scripting and I am working on my first real mission (with scripts). I managed to make a trigerred marker change, respawn, armed civilians, pseudo-missions (only flag markers showing the place) and nice game ending when all flag areas are secured. I have managed to script basic things, download and edit some more scripts, but still I have problems. So first - I have searched and read A LOT. So please save comment's like "you are lazy" for yourselves. Then: I am looking for a way to loop a script from armaholic (or get a looped one, working): _weapons = weapons player; _magazines = magazines player; hint "Equipment Saved. Save it again if you die!"; waitUntil {!alive player}; waitUntil {alive player}; _p = player; removeAllItems _p; removeAllWeapons _p; {_p addMagazine _x} forEach _magazines; {_p addWeapon _x} forEach _weapons; hint "Equipment Loaded. Go and save it again!"; _primw = primaryWeapon _p; if (_primw != "") then { _p selectWeapon _primw; // Fix for weapons with grenade launcher _muzzles = getArray(configFile>>"cfgWeapons" >> _primw >> "muzzles"); _p selectWeapon (_muzzles select 0); }; Script is saving weapon layout by adding "SAVE" option to an ammo crate, and restore the same layout after respawn, but just once. I managed to loop it but in a wrong way, it repeats the whole script, saves and loads over and over. I need to loop the load only, that I can die over and over again, and I won't have to save the weapon everytime. Being unable to do so, I just changed hint to "Equipment Loaded. Go and save it again!" (I am so noobish,right?) Other thing - how can I make a reward vehicle appear after conditions are met? (at example finished mission using ({alive _x} count [t1,t2,...]<1 script) Is it possible to make bandits appear when someone arrive a trigger area? Thanks for any answers. Share this post Link to post Share on other sites