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No Tears Only Memes

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  1. I dug up some old script for a new mission and I'm having trouble finding where it's gone wrong. I have 2 laptops placed that are interact-able. One of them is a Vehicle Spawner and the other is a Heli Spawner. You scroll for whatever vehicle you want and hold middle mouse and it spawns the vehicle in the designated spawn zone. The problem is that on the Vehicle Spawner I can't spawn anything pass a MK19 CROWS Humvee. This also occurs on the Heli Spawner but for the UH60M. I've tried removing them from the option to spawn however that doesn't fix the problem. The game will still spawn them despite not being in the code. I have double checked the class names of all the vehicles already. I've posted the script below for both vehicle and heli spawner and their respective laptops with script. If anyone can help me figure out where I went wrong so I can prevent this it would be appreciated. Note: The Humvees come from Vurtuals Humvee mod, the MRAPs and APCs come from RHS. All Helis come from RHS. I made a single block of code for one vehicle and then copy/paste it and filled in the blanks for each different vehicle. VSscript.sqf ////////////////////////////////////////// //// BRIEF //// Created by T. Hammer //// 09/09/2018 ////////////////////////////////////////// waitUntil {!isNull player}; _vehicle = _this select 0; ////// INFO // This switch script spawns the selected vehicles on a designated location // The vehicles will be listed below in the correct order: ////// // HMMWV UNARMED // HMMWV MEDEVAC // HMMWV M2 // HMMWV M2 CROWS // HMMWV MK19 // HMMWV MK19 CROWS // HMMWV TOW // M1230 M2 // M1230 MK19 // M1230A1 MEDEVAC // M1238A1 ASV // M1238A1 ASV M2 CROWS // M1238A1 ASV MK19 CROWS // M1239 AUV // M1239 AUV M2 CROWS // M1239 AUV MK19 CROWS // M1239 AUV Deploy M2 CROWS // M1239 AUV Deploy MK19 CROWS // M1126 M2 STRYKER ////// ////////////// ////// switch (_vehicle) do { case 1: //HMMWV UNARMED { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1151" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 2: //HMMWV MEDEVAC { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m997" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 3: //HMMWV M2 { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1151_m2" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 4: //HMMWV M2 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1151_crows_m2" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 5: //HMMWV MK19 { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1151_mk19" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 6: //HMMWV MK19 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1151_crows_mk19" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 7: //HMMWV TOW { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1167_tow" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 8: //M1230 M2 { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1230_M2_usarmy_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 9: //M1230 MK19 { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1230_MK19_usarmy_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 10: //M1230A1 MEDEVAC { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1230a1_usarmy_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 11: //M1238A1 ASV { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1238A1_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 12: //M1238A1 ASV M2 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1238A1_M2_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 13: //M1238A1 ASV MK19 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1238A1_MK19_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 14: //M1238A1 AUV { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1239_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 15: //M1238A1 AUV M2 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1239_M2_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 16: //M1238A1 AUV MK19 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1239_MK19_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 17: //M1238A1 AUV Deploy M2 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1239_M2_Deploy_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 18: //M1238A1 AUV Deploy Mk19 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1239_MK19_Deploy_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 19: //M1126 M2 STRYKER { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_stryker_m1126_m2_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; default {hint "VS System: Issue with Loadout"}; }; Laptop 1 script [Vehicle_Laptop1,"VS Vehicle: HMMWV UNARMED","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [1, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV MEDEVAC","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [2, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV M2","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [3, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV M2 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [4, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV MK19","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [5, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV MK19 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV TOW","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1230 M2","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1230 MK19","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1230A1 MEDEVAC","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1238A1 ASV","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1238A1 ASV M2 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1238A1 ASV MK19 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1239 AUV","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1239 AUV M2 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1239 AUV MK19 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1239 AUV Deploy M2 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1239 AUV Deploy MK19 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1126 M2 STRYKER","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; HSscript.sqf ////////////////////////////////////////// //// BRIEF //// Created by T. Hammer //// 09/09/2018 ////////////////////////////////////////// waitUntil {!isNull player}; _vehicle = _this select 0; ////// INFO // This switch script spawns the selected airframes on a designated location // The vehicles will be listed below in the correct order: ////// // UH-60M // UH-60 MEDEVAC // MH-47E // AH-64D Apache // AH-6M Little Bird // MH-6M Little Bird // OH-6M Little Bird ////// ////////////// switch (_vehicle) do { case 1: //UH-60M { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_UH60M_d" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 0; }; case 2: //UH-60 MEDEVAC { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_UH60M_MEV2" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 0; _vehiclespawn setVariable ["ace_medical_medicClass", 1]; //MEDICAL _vehicle addItemCargoGlobal ["ACE_elasticBandage", 50]; _vehicle addItemCargoGlobal ["ACE_fieldDressing", 50]; _vehicle addItemCargoGlobal ["ACE_quikclot", 50]; _vehicle addItemCargoGlobal ["ACE_packingBandage", 50]; _vehicle addItemCargoGlobal ["ACE_morphine", 30]; _vehicle addItemCargoGlobal ["ACE_epinephrine", 30]; _vehicle addItemCargoGlobal ["ACE_bodyBag", 10]; _vehicle addItemCargoGlobal ["ACE_bloodIV_250", 10]; _vehicle addItemCargoGlobal ["ACE_salineIV_250", 10]; _vehicle addItemCargoGlobal ["ACE_tourniquet", 30]; _vehicle addItemCargoGlobal ["ACE_surgicalKit", 2]; }; case 3: //MH-47E { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "kyo_MH47E_HC" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 90; }; case 4: //AH-64D Apache { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_AH64D" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 90; }; case 5: //AH-6M Little Bird { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_MELB_AH6M" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 90; }; case 6: //MH-6M Little Bird { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_MELB_MH6M" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 90; }; case 7: //OH-6M Little Bird { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_MELB_H6M" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 90; }; default {hint "RS System: Issue with Loadout"}; }; Laptop 2 script [Vehicle_Laptop2,"HS Vehicle: UH-60M","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: UH-60M MEDEVAC","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: MH-47E","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: AH-64D Apache","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: AH-6M Little Bird","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: MH-6M Little Bird","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: OH-6M Little Bird","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; Sorry if this is poorly formatted this is my first forum post. Any help and recommendations greatly appreciated. You are free to use these scripts as well if you like as they have worked well in the past. Thank you :)!
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