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Casio91Fin

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Posts posted by Casio91Fin


  1. The problem is that when the ownership of the sector changes. It also resets my counter and starts over. 

    (the counter resets when the players clears the sector of enemies. And the players is inside the sector itself too.) 
    How would I get the counter to remember?

     

    Otherwise, it won't happen even if the enemy takes over the sector and the players later take it back.

    initServer.sqf

    Spoiler
    
    {
    	[ _x, "ownerChanged", {
    		params[ "_sector", "_owner", "_ownerOld" ];
    
    	if ( _owner isEqualTo EAST ) then 
    		{
    			
    		};
    
    	if ( _owner isEqualTo west ) then 
    		{
                
    		};
    
        	if ( _owner isEqualTo independent ) then 
    		{
    			
    		};
    
            if (_owner isEqualTo sideUnknown) then 
            {
    			
            };
    
    		SP_fnc_getUnit = compile preprocessFileLineNumbers "MissionFile\UnitClass.sqf";
    		_SwitchTeam = "SwitchTeam" call BIS_fnc_getParamValue;
    		publicVariable "SwitchTeam";
    		null = [_SwitchTeam,_sector] execVM "MissionFile\MissionInit.sqf";
    
    	}] call BIS_fnc_addScriptedEventHandler; 
    } forEach ( true call BIS_fnc_moduleSector );

     

     

    .......\Mission.sqf";
     

    Spoiler
    
    _TotalSpawned = 0;
    while {_TotalSpawned < _MaxAiTeams} do 
    { 
        while {count units west <= _MaxActiveAI - 1 && _TotalSpawned < _MaxAiTeams} do  
        {       
            //Infantry 1.
            if (_MaxActiveAI - count units west >= 20) then 
            {
    			inf
      			_TotalSpawned = _TotalSpawned + 1;
    		};
    		//APC.
            if (_MaxActiveAI - count units west >= 20) then 
            {
    			APC
      			_TotalSpawned = _TotalSpawned + 1;
    		};
      		//Mission WON
            if (_TotalSpawned >= _MaxAiTeams) then
            {  
                Mission end skripts          
            };
    	};
      sleep x;
    };

     

     


  2. I finally solved the problem after many steps and experiments. If anyone has the same type of problem here is the script for it.
     

    Spoiler
    
    _DropZone1 = [SectorA, 150, 600, 30, 0, 1, 0, [[markerpos "Blacklist", 1800, 800, 315, true]], []] call BIS_fnc_findSafePos;
    _SpawnHeliPos = SectorA getRelpos [2500, random 360];
    _Helipad1 = createVehicle ["Land_HelipadEmpty_F", _DropZone1, [], 0, "NONE"];
    _dir = [_SpawnHeliPos, _DropZone1] call BIS_fnc_dirTo;
    _Helicopter = [_SpawnHeliPos, _dir, _UseHeliTransport select floor (random count _UseHeliTransport), west] call BIS_fnc_spawnVehicle;
    _Heli = _Helicopter select 0;
    _cargoLimit = getNumber (configFile >> "CfgVehicles" >> typeOf _Heli >> "transportSoldier"); 
    _turretLimit = "getNumber (_x / 'dontCreateAI') == 1" configClasses (configfile >> "CfgVehicles" >> typeOf _Heli >> "Turrets");
    _cargoLimit = _cargoLimit + (count _turretLimit) - 1;
    
    for "_x" from 1 to 1 do
    {
        New_AI_Team = createGroup [west, true];
        _Team_Leader = New_AI_Team createUnit [_UseTeamBoss select floor (random count _UseTeamBoss), _SpawnHeliPos, [], 0, "NONE"];
        for "_x" from 1 to _cargoLimit do
        {
        	_New_Soldier = New_AI_Team createUnit [_UseInf select floor (random count _UseInf), _SpawnHeliPos, [], 0 ,"NONE"];
    	};
        {_x assignAsCargo _Heli; _x moveInCargo _Heli;} forEach units New_AI_Team;
    };

     

     


  3. how could I fill the random helicopter with soldiers? some helicopter only has 6-8-12-more +++ seats, how could they be filled.
    how to get the script to calculate the free positions and fill them with infantry. I have looked at other people's works, but they are very confusing scripts.

    _Helicopter = [_SpawnHeliPos, _dir, _UseHeliTransport select floor (random count _UseHeliTransport), east] call BIS_fnc_spawnVehicle;
    _Heli = _Helicopter select 0;
    
    _totalSeats = [_Heli, true] call BIS_fnc_crewCount;
    _crewSeats = [_Heli, false] call BIS_fnc_crewCount;
    _cargoSeats = _totalSeats - _crewSeats;
    
    for "_x" from 1 to _cargoSeats do
    {..spawn....inf.....};

    the script does not recognize BIS_fnc_crewCount at all ???


  4. How would I get the AI to spawn around an area if the sector is owned by "Blufor"/"IND"/"Opfor" and attack those sectors? 

    And if the AI has taken over the sector and the AI should then be ordered to defend the sector after it has taken over the sector. Or to go inside houses.

    Spoiler

     

    (I found Zen_Occupyhouse.sqf which I would like to use)

    0 = [getPosATL player, units group X, -1, true, false] execVM "Zen_OccupyHouse.sqf";

     

     

    SectorA, SectorB, SectorC

    this is just an example:

    while {_TotalSpawned < _MaxAiTeams} do 
    { 
        while {count units west <= _MaxActiveAI - 1 && _TotalSpawned < _MaxAiTeams} do  
        {
            //Infantry 1.
            if (_MaxActiveAI - count units west >= 10) then 
           {   
                for "_x" from 1 to 1 do  
                { 
                    private ["_Team_Leader", "_New_Soldier"];
                    New_AI_Team = createGroup [west, true]; 
                    AI_Team_Spawn_Pos = [AttackCenterPoint, 1000, 2000, 4.5, 0, 1] call BIS_fnc_findSafePos; 
                    _Team_Leader = New_AI_Team createUnit [TeamLeadersClass select floor (random count TeamLeadersClass), AI_Team_Spawn_Pos, [], 0, "NONE"];
    		        _Team_Leader setRank "SERGEANT";  
                    _Team_Leader allowFleeing 0;
                    _Team_Leader setSkill (0.62 + random 0.18); 
                    {_Team_Leader disableAI _x} count ["MINEDETECTION","LIGHTS"];
                    {_Team_Leader enableAI _x} count ["COVER","AIMINGERROR","SUPPRESSION"];
                    sleep 1;
                    for "_x" from 2 to (2 + (round random 3 + 5)) do  
                    {
                        _New_Soldier = New_AI_Team createUnit [InfantryClass select floor (random count InfantryClass), AI_Team_Spawn_Pos, [], 0 ,"NONE"];
                        _AI_Random_Rank = selectRandom ["PRIVATE","PRIVATE","PRIVATE","CORPORAL"];
                        _New_Soldier setRank _AI_Random_Rank;
                        _New_Soldier allowFleeing 0;
                        _New_Soldier setSkill (0.55 + random 0.15);
                        {_New_Soldier disableAI _x} count ["MINEDETECTION","LIGHTS"];
                        {_New_Soldier enableAI _x} count ["COVER","AIMINGERROR","SUPPRESSION"];
                    };
                    New_AI_Team deleteGroupWhenEmpty true;
                    {
                        _x addEventHandler [ "Fired", {_magType = "MRAWS_HE_F"; if ((_this select 1) == "MRAWS_HE_F") then {(_this select 0) addMagazine _magType;} else {(_this select 0) setvehicleammo 1;}}];
                        //When unit gets killed it goes into ragdoll state for a short while.
                        _x addEventHandler ["Explosion",
                        {
                            params ["_unit", "_damage"];
                            if (_damage < 0.01) exitWith {};
                            _unit awake true;
                            _unit awake false;
                        }];
                        _Infantry = _Infantry + 1;
                    } forEach units New_AI_Team;                 
                    New_AI_Team setVariable ["canMerge", false, true];	0 = [New_AI_Team] spawn {_grp = _this select 0;	{_x enablegunlights "forceOn";} forEach (units _grp); _grp setSpeedMode "FULL";	while {{alive _x} count (units _grp) > 0} do {waitUntil {sleep 5; count (allPlayers - entities "HeadlessClient_F") > 0}; _justPlayers = allPlayers - entities "HeadlessClient_F"; _player = ([_justPlayers,[],{(leader _Grp) distance _x},"ASCEND"] call BIS_fnc_sortBy) select 0; _pos = getPosATL _player; if ((_grp knowsAbout _player) isEqualTo 0 && {random 10 > 1}) then	{ _pos = [getposASL _player, (15000/(_player distance2D (leader _grp))) max 1, (20000/(_player distance2D (leader _grp))) max 5, 1, 0, 35, 0] call BIS_fnc_findSafePos;}; _grp move _pos; sleep ((random (((leader _grp) distance2D _player)/4)) max 60);};	deleteGroup _grp;}; 
                    _TotalSpawned = _TotalSpawned + 1;
                    format ["Enemy Team Spawned: %1 / %2 \n More Info: \n Infantry: %3 \n Land Vehicles: %4 \n Aircrafts: %5", _TotalSpawned, _MaxAiTeams, _Infantry, _LandVehicles, _Aircrafts] remoteExec ["hint"];
                };
            };
        };
    sleep 10;
    };

    update:
    I found something similar, but only based on the color of the marker they attack the target.

    progress:
    I could get it working, but a new problem arose. The sector takeover notification didn't appear and the sector remained dark even though I was able to take over completely and the enemies spawned as they were supposed to.

    Spoiler
    
    {
        [_x, "ownerChanged", 
        {
            params["_sector", "_owner", "_ownerOld"];
            if (_owner isEqualTo independent) then 
            {
                _TotalSpawned = 0;
                _MaxAiTeams = 70;
                _MaxActiveAI = 28;
                while {_TotalSpawned < _MaxAiTeams} do 
                { 
                    while {count units east <= _MaxActiveAI - 1 && _TotalSpawned < _MaxAiTeams} do  
                    {
    		            //Infantry 1.
                        if (_MaxActiveAI - count units east >= 20) then 
                        {
                            for "_x" from 1 to 1 do  
                            { 
                                private ["_Team_Leader", "_New_Soldier"];
                                New_AI_Team = createGroup [east, true]; 
                                AI_Team_Spawn_Pos = [_sector, 400, 500, 4.5, 0, 1] call BIS_fnc_findSafePos; 
                                _Team_Leader = New_AI_Team createUnit [TeamLeadersClass select floor (random count TeamLeadersClass), AI_Team_Spawn_Pos, [], 0, "NONE"];
    		                    _Team_Leader setRank "SERGEANT";  
                                _Team_Leader allowFleeing 0;
                                _Team_Leader setSkill (0.62 + random 0.18); 
                                {_Team_Leader disableAI _x} count ["MINEDETECTION","LIGHTS"];
                                {_Team_Leader enableAI _x} count ["COVER","AIMINGERROR","SUPPRESSION"];
                                sleep 1;
                                for "_x" from 2 to (2 + (round random 3 + 5)) do  
                                {
                                    _New_Soldier = New_AI_Team createUnit [InfantryClass select floor (random count InfantryClass), AI_Team_Spawn_Pos, [], 0 ,"NONE"];
                                    _AI_Random_Rank = selectRandom ["PRIVATE","PRIVATE","PRIVATE","CORPORAL"];
                                    _New_Soldier setRank _AI_Random_Rank;
                                    _New_Soldier allowFleeing 0;
                                    _New_Soldier setSkill (0.55 + random 0.15);
                                    {_New_Soldier disableAI _x} count ["MINEDETECTION","LIGHTS"];
                                    {_New_Soldier enableAI _x} count ["COVER","AIMINGERROR","SUPPRESSION"];
                                };
                                New_AI_Team deleteGroupWhenEmpty true;
                                {
                                    _x addEventHandler [ "Fired", {_magType = "MRAWS_HE_F"; if ((_this select 1) == "MRAWS_HE_F") then {(_this select 0) addMagazine _magType;} else {(_this select 0) setvehicleammo 1;}}];
                                    //When unit gets killed it goes into ragdoll state for a short while.
                                    _x addEventHandler ["Explosion",
                                    {
                                        params ["_unit", "_damage"];
                                        if (_damage < 0.01) exitWith {};
                                        _unit awake true;
                                        _unit awake false;
                                    }];
                                //_Infantry = _Infantry + 1;
                                } forEach units New_AI_Team;
                                New_AI_Team addWaypoint [getPosATL _sector, 0];
                                //New_AI_Team setVariable ["canMerge", false, true]; 0 = [New_AI_Team] spawn {_grp = _this select 0;	{_x enablegunlights "forceOn";} forEach (units _grp); _grp setSpeedMode "FULL";	while {{alive _x} count (units _grp) > 0} do {waitUntil {sleep 5; count (allPlayers - entities "HeadlessClient_F") > 0}; _justPlayers = allPlayers - entities "HeadlessClient_F"; _player = ([_justPlayers,[],{(leader _Grp) distance _x},"ASCEND"] call BIS_fnc_sortBy) select 0; _pos = getPosATL _player; if ((_grp knowsAbout _player) isEqualTo 0 && {random 10 > 1}) then	{ _pos = [getposASL _player, (15000/(_player distance2D (leader _grp))) max 1, (20000/(_player distance2D (leader _grp))) max 5, 1, 0, 35, 0] call BIS_fnc_findSafePos;}; _grp move _pos; sleep ((random (((leader _grp) distance2D _player)/4)) max 60);};	deleteGroup _grp;}; 
                                _TotalSpawned = _TotalSpawned + 1;
                                format ["Enemy Team Spawned: %1 / %2 ", _TotalSpawned, _MaxAiTeams] remoteExec ["hint"];
                            };
                        };
                    };
                //sleep 10;
                };
            };
        }] call BIS_fnc_addScriptedEventHandler;
    } forEach (true call BIS_fnc_moduleSector);

     

     

    progress 2:
    working version received, has been tested on SP but not on MP and server.
    initServer.sqf
     

    Spoiler
    
    {
    	//Add the SEH to each sector
    	[ _x, "ownerChanged", {
    		params[ "_sector", "_owner", "_ownerOld" ];
    
    		if ( _owner isEqualTo EAST ) then 
    		{
    			some other once-probe script event, e.g. an artillery strike
    		};
    
    		if ( _owner isEqualTo west ) then 
    		{
                some other once-probe script event, e.g. an artillery strike
    		};
    
            if ( _owner isEqualTo independent ) then 
    		{
    			some other once-probe script event, e.g. an artillery strike
    		};
    
            if (_owner isEqualTo sideUnknown) then 
            {
    			some other once-probe script event, e.g. an artillery strike
            };
    
    		SP_fnc_getUnit = compile preprocessFileLineNumbers "MissionFile\UnitClass.sqf";
    		_SwitchTeam = "SwitchTeam" call BIS_fnc_getParamValue;
    		publicVariable "SwitchTeam";
    		null = [_SwitchTeam,_sector] execVM "MissionFile\MissionInit.sqf";
    
    	}] call BIS_fnc_addScriptedEventHandler; 
    } forEach ( true call BIS_fnc_moduleSector );

     

    Mission.sqf
     

    Spoiler
    
    params ["_FactionGroup","_sector"];
    
    {your own scripts with which you create an artificial intelligence to attack or defend.} but use _sector
    e.g [opforGroup, getPosATL _sector] call BIS_fnc_taskAttack;

     

     


  5. I finally got the defense module to work, but the problem is the planes that spawn directly on the ground and not fly directly? And how do I get only certain factions to spawn? or certain characters.
    And the second question is how to prevent night time from coming?
    The third question is how to set the parameters in the Defense module?
    ideas for these questions.


  6. Thank you very much and I'm going to test it on the weekend when my friends have more free time. I'll tell you how it worked. I promise there will be feedback.


    feedback:
    is good and functional, even though a lot of work has been done.


  7. i have made progress lite bit, but still i need help with this. Now i need to know, how to stop given to other players this gear. so long that player release this role/gear.

    script: 

    this addAction ["<t color='#339933'> Take gear 'AutoRifleman'",
    { 
        if (diag_tickTime < (uiNamespace getVariable ['tag_cooldown', -1])) exitWith 
        {
            hint (format ['Toon soon! Please Wait %1 seconds. \n There is a possibility that someone has already taken this role %2', (round ((uiNamespace getVariable ['tag_cooldown', -1]) - diag_tickTime))]);
        };
        _cooldown = 180;
        uiNamespace setVariable ['tag_cooldown', (diag_tickTime + _cooldown)];
        [] execVM "AutoRifleman.sqf";
    }, [], 1, false, true, "", "_this distance _target < 3"];

     


  8. Create Trigger 
    Condition: True
    On Act: null=[thistrigger,50,50] execVM "RemoveGrass.sqf";

    RemoveGrass.sqf
    
    _trig = _this select 0;
    _xpos = _this select 1;
    _ypos = _this select 2;
    _start = getpos _trig;
    waitUntil {not(isNil "BIS_fnc_init")}; // waits until functions are ready
    for "_x" from -_xpos to _xpos step 4 do
    {
        for "_i" from -_ypos to _ypos step 4 do
        {
            _newpos = [(_start select 0) + _x, (_start select 1) + _i, 0];    
            if ( [_trig, _newpos] call BIS_fnc_inTrigger) then
            {                
                null = createVehicle ["Land_ClutterCutter_large_F", _newpos, [], 0, "can_collide"]; // creates the grass cutter      
            };
        };
    };

     


  9. I don't know if this helps? 
    Here are also a few extra things that you can use

    Spoiler
    
    Dmitri setcaptive true;
    Dmitri setSkill 1;
    Dmitri disableAI "MOVE";
    Dmitri disableAI "AUTOTARGET";
    Dmitri disableAI "ANIM";
    Dmitri allowFleeing 0;
    Dmitri setBehaviour "Careless";
    Dmitri addGoggles "G_Blindfold_01_white_F";
    
    _anim = selectRandom ["Acts_AidlPsitMstpSsurWnonDnon01","Acts_AidlPsitMstpSsurWnonDnon02","Acts_AidlPsitMstpSsurWnonDnon03","Acts_AidlPsitMstpSsurWnonDnon04","Acts_AidlPsitMstpSsurWnonDnon05","Acts_ExecutionVictim_Loop"];
    Dmitri switchMove _anim;
    if (_anim == "Acts_ExecutionVictim_Loop") then {Dmitri setDamage 0.5;};
    //hold actions 
    [
    	Dmitri, 
    	"Release",
    	"\a3\ui_f\data\IGUI\Cfg\HoldActions\holdAction_unbind_ca.paa",
    	"\a3\ui_f\data\IGUI\Cfg\HoldActions\holdAction_unbind_ca.paa",
    	"_this distance _target < 3",
    	"_caller distance _target < 3",
    	{},
    	{},
    	{
    		if (_this select 3 select 0 == "Acts_ExecutionVictim_Loop") then 
    		{
    			_this select 0 playMove "Acts_ExecutionVictim_Unbow"; 
    		}
    		else 
    		{
    			_this select 0 switchMove "Acts_AidlPsitMstpSsurWnonDnon_out";
    		};
    		_complmsn = selectRandom ["text1", "text2", "text3"]; 
    		["Dmitri", _complmsn] remoteExec ["BIS_fnc_showSubtitle"];
    
    		sleep .3;
    		(_this select 0) enableAI "MOVE";
    		(_this select 0) enableAI "AUTOTARGET";
    		(_this select 0) enableAI "ANIM";
    		(_this select 0) setBehaviour "SAFE";
    		(_this select 0) setcaptive false;
    		(_this select 0) setDamage 0;
    		(_this select 0) unassignItem "G_Blindfold_01_white_F";
    		(_this select 0) removeItem "G_Blindfold_01_white_F";
    		[(_this select 0)] joinSilent player;
    		[(_this select 0), (_this select 2)] remoteExec ["bis_fnc_holdActionRemove", [0,-2] select isDedicated, true]; 
     	},
    	{
    		_intrmsn = selectRandom ["text4","text5","text6"];
    		["Dmitri", _intrmsn] remoteExec ["BIS_fnc_showSubtitle"];
    	},
    	[_anim],
    	4,
    	0,
    	true,
    	false
    ] remoteExec ["BIS_fnc_holdActionAdd",[0,-2] select isDedicated,true];

     

     


  10. hi i need answers to this
    How would I make the vehicle move after touching the ground.
    And yes, I have looked at the forum pages for help, but others have had the same problem.

     

    here is my script

    I know that here there is no command for the vehicle to move to X location. 

    Spoiler

     

    
    _HeliSpawnPos = AttackCenterPoint getRelPos [3000, random 360];
    _dir = [_HeliSpawnPos, AttackCenterPoint] call BIS_fnc_dirTo;
    _cargoHeliType = "O_Heli_Transport_04_F";
    _CargoHeli = [_HeliSpawnPos, _dir, _cargoHeliType, east] call BIS_fnc_spawnVehicle;
    _HeliSlingLoadVehicle = selectRandom ["rhsgref_BRDM2_msv","rhs_brm1k_vdv","rhs_bmp1k_vdv","rhs_bmd2","rhs_bmp2e_vdv"];
    _CHeli = _CargoHeli select 0;
    _CHeliGroup = _CargoHeli select 1;
    _CHelicrew = _CargoHeli select 2;
    _CHeli setVehicleLock "LOCKEDPLAYER";
    _CHeli allowDamage false;
                        
     {
       _x setCaptive true;
       _x allowFleeing 0;
       _x setUnitAbility 1;
       _x setSkill 1;
       _x setUnloadInCombat [false, false];
       _x allowDamage false;
       _x disableAI "TARGET";
       _x disableAI "AUTOTARGET";
       _x disableAI "LIGHTS";
       _Infantry = _Infantry + 1;
     } forEach units _CHelicrew;
    
    _LandVehicleSpawn = [_HeliSpawnPos, 500, 1500, 35, 0, 0, 0] call BIS_fnc_findSafePos;
    _Vehicle = [_LandVehicleSpawn, random 360, _HeliSlingLoadVehicle, east] call BIS_fnc_spawnVehicle;
    _SiVehicle = _Vehicle select 0;
    _SiVcrew = _Vehicle select 1;
    _SiVGroup = _Vehicle select 2;
    _SiVehicle setVehicleLock "LOCKEDPLAYER";
    _TransportVehicleXposition = [AttackCenterPoint, 500, 1000, 35, 0, 1, 0] call BIS_fnc_findSafePos;
    
    _WP1 = _CHelicrew addWaypoint [_LandVehicleSpawn, 0];
    _WP1 setWaypointType "HOOK";
    _WP1 setWaypointSpeed "NORMAL";
    _WP1 setWaypointStatements ["true", "_CHeli land 'get in'; _CHeli setSlingLoad _Vehicle; _CHeli land 'NONE';"];
    
    _WP2 = _CHelicrew addWaypoint [_TransportVehicleXposition, 10];
    _WP2 setWaypointType "UNHOOK";
    _WP2 setWaypointSpeed "NORMAL";
    _WP2 setWaypointStatements ["true", "_CHeli land 'get in'; _CHeli setSlingLoad _Vehicle; _CHeli land 'NONE';"];
    
    _WP3 = _CHelicrew addWaypoint [_HeliSpawnPos, 0];
    _WP3 setWaypointSpeed "FULL";
    _WP3 setWaypointType "MOVE";
    _WP3 setWaypointStatements ["true", "{deleteVehicle _x} forEach crew (vehicle this) + [vehicle this];"];

     


  11. it's been a while since this was done, but I could ask for a small update.
    Can it be added that if there are an equal number of red and blue players in the same marker area, the color should be "ColorUNKNOWN".
    and maybe a progress bar, but not necessary (2 minute sector occupation time)🤔


     

    Spoiler
    
    getNearFlag = 
    {
    	params ["_nearPos"];
    	_Objs = nearestObjects [_nearPos, [], 50];
    	_Objs = _Objs select {"flag" in (toLower (typeOf _x))};
    
    	if (count _Objs == 0) exitWith {objNull};
    	_flag = _Objs # 0;
    	if ((_flag distance _nearPos) > 45) exitWith { objNull };
    	_flag
    };
    
    while {true} do 
    {
    	_MarkerSector = ["marker_0","marker_1","marker_2"];
    	
    	{
    		_marker = _x;
    		_pos = getMarkerPos _marker;
    		_color = getMarkerColor _marker;
    		_name = markerText _marker;
    		_SectorUnits = allUnits select {_x distance2D _pos < 50};
    		_numWest = {side _x == west} count _SectorUnits;
    		_numEast = {side _x == east} count _SectorUnits;
    
    		{
    			_x params ["_side","_SideColor","_flagTexture","_SideUnits","_OppUnits"];
    
    			if (_SideUnits > 0 && _OppUnits == 0) then
    			{
    				if (_color != _SideColor) then 
    				{
    					_marker setMarkerColor _sideColor;
    					
    					_Flag = [_pos] call getNearFlag;
    					if (!isNull _Flag) then
    					{
    						_flag setFlagTexture ("A3\data_f\flags\" + _flagTexture + ".paa");
    					};
    					hint format ["%1 captured by %2", _name ,_side];
    					
    					if (_SideUnits == _OppUnits) then //not working
    					{
    						_marker setMarkerColor "ColorUNKNOWN";
    					};
    				};
    			};
    		} forEach [[west, "colorBlue","Flag_blue_CO", _numWest,_numEast], [east, "colorRed","Flag_red_CO",_numEast,_numWest]];
    	} forEach _MarkerSector;
    sleep 1;
    };

     

     

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