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Kolmain

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Posts posted by Kolmain


  1. Food for thought...you plan on adding support system like original Evo? Medic system( place mash-heal others directly or via mash= _ points) Engineer system(place farp w/repair truck present repairs/rearms/refuels friendly vehicles= _ points), commander system?(call support/place bunkers/ mhq control(Recon HG). Player system(place bunker small). Some of this is expanded support system from ArmA2 Evo(Gits/Xtra Evo) Capture Offfcer system=20-30 points, capture pow=3-5 points. Town capture=10 points. Player call support.... precision air strike, mortors,arty strike(small/large), chemical attack,Nuke. Call for ammo crate, recruit AI etc. Know I'm forgettin some things. Side missions....destroy convoy,destroy armor, boat patrol etc. know it's early in build was just thinking about it last nite an thoughts on implimeanting into ArmA3 version. Not sure if all this would require a new re-write using ArmA3 code or if scripting can be ported-reworked into ArmA3 with above mentioned features. Some of this i might've confused with Domination features...it's been awhile :D.

    Thanks for the feedback. The MASH/FARP system is already implemented, but its using ArmA1 classnames. Those just need to be swapped out. I have an open GitHub issue for non-kill based points. I can add the small personal bunker but what classname should I use? The officer system is already implemented, as well as town capture. Player support has an open issue as well, but recruiting AI is already added. Use the action menu at base, or the comms menu in the field. Side missions got added last night too. The framework is already there for all of this, I just need to add it or have someone else pitch in. :)

    Tried it out, respawn dont work, im sure thats still in the process of being built?

    Suggestion for the vehicles, planes, choppers, maybe just planes and choppers use this--> http://www.armaholic.com/page.php?id=23020

    it will cut down on the time everyone needs to travel.

    Cannot get any ammo or weapons, assuming this is still yet to be implemented.

    Interesting on the respawn. SP doesn't have respawn but MP should as well as have the new BIS revive? I like the classic layout of Evolution, but Ill look into that. As it is right now the base is just plopped down. Its coded in such a way that the base could be anywhere and the scripts will adjust. Weapons should be available at the armory, full Virtual Arsenal. Is it not?

    My post is above yours no need to quote me, i know what i said, but ya obviously still wip.

    My suggestion for the respawn is to have it where you can respawn back to base, respawn at mobile vehicles, and friendly player.

    Another suggestion is to centralize the base, i can see what your trying to do in terms of capturing or achieving the objectives in a certain order, but i think if you use

    the main Airport which is almost smack center of the map towards the bottom at least, then access to all the objectives you wont spend a day to get there.

    Another tip too is not to spread stuff out all over creation, more specifically the ammo/weapon access close to where the player starts, or respawns at base, imo running all

    over the place is annoying and i tend to edit missions because of this, you almost need a quad just to get around, you spend more time traveling to just get setup,

    and then you need to travel again to get to the fight.

    Suggest also adding a halo option.

    Respawn should already be setup that way as well as having BIS Revive enabled. I'll look into centralizing the base, I never liked that center airfield because its HUGE. Halo is already added as well.

    Noticed that too on weapons access. probably still WIP

    Weapons should be accessible at the armory.

    Are you all using DEV1 or RC1?

    ---------- Post added at 08:01 ---------- Previous post was at 08:01 ----------

    ;2928180']MHQ and respawn to it breaks imho

    one of the KEY aspects of EVO...

    TRANSPORT and Logistics....

    Everything will be toggle-able via parameters. :D

    ---------- Post added at 08:45 ---------- Previous post was at 08:01 ----------

    Added the link to releases from GitHub: https://github.com/Kolmain/Evolution-A3/releases/

    RC1 now available.


  2. Tried to load this on my client an host but mission does'nt appear in mission list when attempting to host. Not sure if maybe it's me or not, anybody else encounter this?

    Its not built up yet, you have to get to it by the editor. I should have a MP-friendly PBO ready tonight, I'll post here when I do.


  3. Interested to see what u come up with! Any chance of a non-addon version on Altis? Thanx for bringing Evolution to ArmA3 something ArmA3 has been missing since the Alpha.

    I don't see why not, it should be fairly simple, just need to re-setup the objectives. But I definitely need some help on the project before we get there!


  4. (Co30) Evolution-A3

    https://cloud.githubusercontent.com/assets/8865327/7921364/f944fe48-0872-11e5-8b42-c73af9b3b615.jpg (932 kB)

    Evolution-A3 is a remake of the popular Armed Assault (ArmA) mission, Evolution Blue by KilJoy. Evolution-A3 features all of the original gameplay mechanics, either in their original form, redesigned by myself, or with similar community content replacing the functionality of the original outdated code.

    Features

    • All features can be disabled/enabled via mission parameters.
    • AI units can be recruited via bon_recruit_units at the staging base via action menu, and airdropped in the field via BI's communication menu.
    • Dynamic view distance settings with CHVD can be set via action menu in the staging base.
    • HALO insertions using ATM_airdrop via action menu in the staging base.
    • Player loadout saved to user profile and modified via BI's Virtual Arsenal.
    • The original Evolution sounds!
    • BI's dynamic groups interface can be used via action menu at the staging base or at anytime by pressing 'U'.
    • Meatball's randomWeather2 generates random, MP-sync'd weather throughout the game.
    • Quiksilver's cleanup and BI's wreck and corpse management keeps the mission running smooth throughout the entire game.
    • Overall unit management moved to UPSMON with minor script modifications.
    • CHHQ provides a mobile HQ transport option.
    • Headless Client implementation automatically detects and offloads AI to your HC.
    • Player Persistence keeps players at their last known locations with their last known loadout in the event of a disconnect and rejoin of the same session.
    • Pilot loadout requirements enforced to fly aircraft, includes auto-switching of loadout if you're in the base.
    • Modular sidemissions that provide bonus points to all players, and extra bonus points to the players responsible for completing the task, including: CSAR, Defend, Attack, Defend the Base, Ambush, and attack AAA.
    • Officer Capturing in every area of operation for bonus points!
    • OPFOR support assets may be available at the AO including mortar, anti-air, CAS, and sniper support.
    • Build structures in the field using R3F Logistics.
    • All powered by vanilla ArmA 3 content.

    The overall goal of this project is to bring Evolution Blue up to ArmA 3 standards while preserving as much original gameplay as possible. Minor additions such as Revive and Support Assets that delineate from the original concept should be added with optional parameters.



    Current Version
     

    Sahrani Class Version

    Altis Version
    Collaborate or download on GitHub.


    Requirements

    Evolution-A3 uses no mods and is 100% Vanilla ArmA 3.
    The Sahrani version uses the Community Upgrade Project.

     

    RE: Submitting Bugs

    For future reference everyone, when making a bug report on here/github/PM/anywhere, please submit it using this format:

    What you did:
    What you expected to happen:
    What actually happened:
    Any errors/logs to help:

    • Like 2

  5. Go into the editor and load your mission and set all the units from a side to 'non-playable'. This can also be done in notepad++ by opening the mission.sqm

    I know how to do that :P What I'm looking for is to set a Parameter that disables/enables each side, so server admins can choose what sides are playing. I know I can't disable the slot, which is why I'm looking for a way to launch the spectator mode.

    ---------- Post added at 13:54 ---------- Previous post was at 13:53 ----------

    Playable units that have a player in them cannot be deleted.

    You can use the param to define a value, and from that decide in a script what to do if the playerside is X,Y or Z based on the value of the param

    Right, what commands do you use to start the BIS spectator function?


  6. If you are going to use some custom soundfiles open the

    Here is an example of a "Soundfiles AddOn" I created for someone who requested this for his server:

    http://kiloswiss.ch/misc/arma3/nitrado/discosounds.zip

    Of course You will have to remove/replace the logo with your own!

    If You want to use sound files that are already in the games source files, ignore my post.

    Greez KiloSwiss

    Just to be clear, I'd like to use the .WSS sound files located in an ARMA3 official addon file, without having to include them in my mission file. :)


  7. I'd like to leave it up to the server admins as to which sides are used in this mission I'm using. If they disable a side, I have the scripts that pertain to that side stop. However, I'd like players that chose that side be forced into a spectator mode, seeing as how that side is inactive. Its worth mentioning I'm using wave and base respawn with the BIS respawn dialog box. Players respawn upon entering the server.

    Anyone have any experience with this?


  8. So I was looking at all of the human character sfx and stumbled upon this thread: http://forums.bistudio.com/showthread.php?178691-Looking-to-team-up-to-create-a-death-scream-mod&p=2727271&viewfull=1#post2727271

    I'd like to add the sounds that are in that directory to my mission, but dont want to quadruple the mission file size, since all the players already have the files in their vanilla PBOs. How do I add the sounds from the addon?


  9. Could you post your exact error message from the .rpt?

    When I get home, I will do that. :)

    Is it possible the _callers array ends up empty in certain cases after the forEach-loop?

    It seems it's thrown when you try select a non-existing value from an array.

    https://community.bistudio.com/wiki/Error_Zero_Divisor

    I would debug each parameter step by step by commenting out the other _this select x; in qrfRequest and see which one is bugging out.

    Looks like you're not taking into account that the _callers array might be empty.

    Include an exception for that and you should be fine.

    Oh.... ninjad ^^

    Theoretically, there should always be units. I'll add an exception and see if it works.

    It could be _callingSide, as firstly, guerrila should be guerrilla, and secondly, according to this page, Arma 3 uses resistance and independent as sides, guerrilla is a faction, not a side, see if that could be the issue. (Empty _callers array as well :p, as the others have already stated)

    Interesting, thanks for the catch. Would explain why no IND units ever get selected :rolleyes:

    ---------- Post added at 13:27 ---------- Previous post was at 13:22 ----------

    How does this look for the catch? As opposed to catching if the array is empty, I just force added the invulnerable vehicle to it, thus it will never be empty.

    [color="#FF8040"][color="#191970"][b]private[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"_waitTime"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_callSupport"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_westUnits"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_eastUnits"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_indUnits"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_sides"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_callingSide"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_caller"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_support"[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color]
    
    
    [color="#1874CD"]_waitTime[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#7A7A7A"]"aiSupportTime"[/color] [color="#191970"][b]call[/b][/color] BIS_fnc_getParamValue[color="#8B3E2F"][b];[/b][/color]
    [color="#006400"][i]//_callSupport = [true, false] call BIS_fnc_selectRandom; //returns one of the variables[/i][/color]
    [color="#1874CD"]_callSupport[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]true[/color][color="#8B3E2F"][b];[/b][/color]
    [color="#1874CD"]_callers[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color]
    [color="#1874CD"]_sides[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#000000"]west[/color][color="#8B3E2F"][b],[/b][/color] [color="#000000"]east[/color][color="#8B3E2F"][b],[/b][/color] [color="#000000"]resistance[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color]
    [color="#1874CD"]_callingSide[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#1874CD"]_sides[/color] [color="#191970"][b]call[/b][/color] BIS_fnc_selectRandom[color="#8B3E2F"][b];[/b][/color]
    [color="#191970"][b]switch[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#1874CD"]_callingSide[/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]do[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
       [color="#191970"][b]case[/b][/color] [color="#000000"]west[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
       	[color="#006400"][i]//_caller = opVehicle_west;[/i][/color]
       	[color="#1874CD"]_callers[/color] [color="#191970"][b]pushBack[/b][/color] opVehicle_west[color="#8B3E2F"][b];[/b][/color]
    [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
       [color="#191970"][b]case[/b][/color] [color="#000000"]east[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
       	[color="#006400"][i]//_caller = opVehicle_east;[/i][/color]
       	[color="#1874CD"]_callers[/color] [color="#191970"][b]pushBack[/b][/color] opVehicle_east[color="#8B3E2F"][b];[/b][/color]
    [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
       [color="#191970"][b]case[/b][/color] [color="#000000"]resistance[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
       	[color="#006400"][i]//_caller = opVehicle_guerrila;[/i][/color]
       	[color="#1874CD"]_callers[/color] [color="#191970"][b]pushBack[/b][/color] opVehicle_guerrila[color="#8B3E2F"][b];[/b][/color]
    [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
    [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
    
    
    [color="#8B3E2F"][b]{[/b][/color]
    [color="#191970"][b]if[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#8B3E2F"][b]([/b][/color][color="#191970"][b]alive[/b][/color] [color="#000000"]_x[/color][color="#8B3E2F"][b])[/b][/color] [color="#8B3E2F"][b]&[/b][/color][color="#8B3E2F"][b]&[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]side[/b][/color] [color="#000000"]_x[/color] [color="#8B3E2F"][b]=[/b][/color][color="#8B3E2F"][b]=[/b][/color] [color="#1874CD"]_callingSide[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
    	[color="#1874CD"]_callers[/color] [color="#191970"][b]pushBack[/b][/color] [color="#000000"]_x[/color][color="#8B3E2F"][b];[/b][/color]
    [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
    [color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]forEach[/b][/color] [color="#191970"][b]nearestObjects[/b][/color] [color="#8B3E2F"][b][[/b][/color]hardpoint[color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"Man"[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]1000[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color]
    	[color="#1874CD"]_caller[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#1874CD"]_callers[/color] [color="#191970"][b]call[/b][/color] BIS_fnc_selectRandom[color="#8B3E2F"][b];[/b][/color]
    	[color="#1874CD"]_support[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"ugvRequest"[/color][color="#8B3E2F"][b],[/b][/color] [color="#7A7A7A"]"qrfRequest"[/color][color="#8B3E2F"][b],[/b][/color] [color="#7A7A7A"]"createNonrespawnableAiGroup"[/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_selectRandom[color="#8B3E2F"][b];[/b][/color]
    	[color="#191970"][b]switch[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#1874CD"]_support[/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]do[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
    		[color="#191970"][b]case[/b][/color] [color="#7A7A7A"]"ugvRequest"[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
    			[color="#8B3E2F"][b][[/b][/color][color="#1874CD"]_caller[/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]getPos[/b][/color] [color="#1874CD"]_caller[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b],[/b][/color] [color="#7A7A7A"]"null"[/color][color="#8B3E2F"][b],[/b][/color] [color="#000000"]false[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]spawn[/b][/color] KOL_fnc_ugvRequest[color="#8B3E2F"][b];[/b][/color]
    		[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
    		[color="#191970"][b]case[/b][/color] [color="#7A7A7A"]"qrfRequest"[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
    			[color="#8B3E2F"][b][[/b][/color][color="#1874CD"]_caller[/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]getPos[/b][/color] [color="#1874CD"]_caller[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b],[/b][/color] [color="#7A7A7A"]"null"[/color][color="#8B3E2F"][b],[/b][/color] [color="#000000"]false[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]spawn[/b][/color] KOL_fnc_qrfRequest[color="#8B3E2F"][b];[/b][/color]
    		[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
    		[color="#191970"][b]case[/b][/color] [color="#7A7A7A"]"createNonrespawnableAiGroup"[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
    			[color="#8B3E2F"][b][[/b][/color][color="#191970"][b]side[/b][/color] [color="#1874CD"]_caller[/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]getPos[/b][/color] [color="#1874CD"]_caller[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b],[/b][/color] [color="#7A7A7A"]"null"[/color][color="#8B3E2F"][b],[/b][/color] [color="#000000"]false[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]spawn[/b][/color] KOL_fnc_createNonrespawnableAiGroup[color="#8B3E2F"][b];[/b][/color]
    		[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
    	[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
    	[color="#191970"][b]if[/b][/color] [color="#8B3E2F"][b]([/b][/color]KOL_debug[color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
    		[color="#191970"][b]systemChat[/b][/color] [color="#191970"][b]format[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"%1 CALLING A %2"[/color][color="#8B3E2F"][b],[/b][/color] [color="#191970"][b]name[/b][/color] [color="#1874CD"]_caller[/color][color="#8B3E2F"][b],[/b][/color] [color="#1874CD"]_support[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color]
    	[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
    [color="#006400"][i]/*
    
    
    sleep _waitTime;
    
    
    if (!hotfoot_epilogue) then {[] spawn KOL_fnc_aiSupportHandler};
    */[/i][/color][/color]

    Made with KK's SQF to BBCode Converter


  10. I'm getting a strange Zero Divisor Error in my script, and I'm hoping someone here can help me track it down. Let me explain what I'm trying to accomplish:

    I have a number of support scripts that the player can unlock and use. Each of them are tested and work fine. The fn_aiSupportHandler is supposed to, at this point randomly, create support requests from AI so players aren't the only ones calling in support. When I call the support functions manually, they work with no errors. If the Handler function calls them, I get a zero divisor error at the parameter lines (_this) and the script flys out of control because no parameter is defined. I've only attached one of the support scripts, because they all throw the error and start off the same way.

    Here's the scripts:

    KOL_fnc_aiSupportHandler

    [color=#FF8040][color=#191970][b]private[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"_waitTime"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_callSupport"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_westUnits"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_eastUnits"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_indUnits"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_sides"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_callingSide"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_caller"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_support"[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color]
    
    
    [color=#1874CD]_waitTime[/color] [color=#8B3E2F][b]=[/b][/color] [color=#7A7A7A]"aiSupportTime"[/color] [color=#191970][b]call[/b][/color] BIS_fnc_getParamValue[color=#8B3E2F][b];[/b][/color]
    [color=#006400][i]//_callSupport = [true, false] call BIS_fnc_selectRandom; //returns one of the variables[/i][/color]
    [color=#1874CD]_callSupport[/color] [color=#8B3E2F][b]=[/b][/color] [color=#000000]true[/color][color=#8B3E2F][b];[/b][/color]
    [color=#1874CD]_callers[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color]
    [color=#1874CD]_sides[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color]
    [color=#1874CD]_callingSide[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#000000]west[/color][color=#8B3E2F][b],[/b][/color] [color=#000000]east[/color][color=#8B3E2F][b],[/b][/color] guerrila[color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] BIS_fnc_selectRandom[color=#8B3E2F][b];[/b][/color]
    [color=#191970][b]switch[/b][/color] [color=#8B3E2F][b]([/b][/color][color=#1874CD]_callingSide[/color][color=#8B3E2F][b])[/b][/color] [color=#191970][b]do[/b][/color] [color=#8B3E2F][b]{[/b][/color]
       [color=#191970][b]case[/b][/color] [color=#000000]west[/color][color=#8B3E2F][b]:[/b][/color] [color=#8B3E2F][b]{[/b][/color]
           [color=#1874CD]_caller[/color] [color=#8B3E2F][b]=[/b][/color] opVehicle_west[color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
       [color=#191970][b]case[/b][/color] [color=#000000]east[/color][color=#8B3E2F][b]:[/b][/color] [color=#8B3E2F][b]{[/b][/color]
           [color=#1874CD]_caller[/color] [color=#8B3E2F][b]=[/b][/color] opVehicle_east[color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
       [color=#191970][b]case[/b][/color] [color=#000000]resistance[/color][color=#8B3E2F][b]:[/b][/color] [color=#8B3E2F][b]{[/b][/color]
           [color=#1874CD]_caller[/color] [color=#8B3E2F][b]=[/b][/color] opVehicle_guerrila[color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
    [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
    
    
    [color=#8B3E2F][b]{[/b][/color]
       [color=#191970][b]if[/b][/color] [color=#8B3E2F][b]([/b][/color][color=#8B3E2F][b]([/b][/color][color=#191970][b]alive[/b][/color] [color=#000000]_x[/color][color=#8B3E2F][b])[/b][/color] [color=#8B3E2F][b]&[/b][/color][color=#8B3E2F][b]&[/b][/color] [color=#8B3E2F][b]([/b][/color][color=#191970][b]side[/b][/color] [color=#000000]_x[/color] [color=#8B3E2F][b]=[/b][/color][color=#8B3E2F][b]=[/b][/color] [color=#1874CD]_callingSide[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b])[/b][/color] [color=#191970][b]then[/b][/color] [color=#8B3E2F][b]{[/b][/color]
           [color=#1874CD]_callers[/color] [color=#191970][b]pushBack[/b][/color] [color=#000000]_x[/color][color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
    [color=#8B3E2F][b]}[/b][/color] [color=#191970][b]forEach[/b][/color] [color=#191970][b]nearestObjects[/b][/color] [color=#8B3E2F][b][[/b][/color]hardpoint[color=#8B3E2F][b],[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"Man"[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]1000[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_unitPos[/color] [color=#8B3E2F][b]=[/b][/color] [color=#1874CD]_callers[/color] [color=#191970][b]call[/b][/color] BIS_fnc_selectRandom[color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_support[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"ugvRequest"[/color][color=#8B3E2F][b],[/b][/color] [color=#7A7A7A]"qrfRequest"[/color][color=#8B3E2F][b],[/b][/color] [color=#7A7A7A]"createNonrespawnableAiGroup"[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] BIS_fnc_selectRandom[color=#8B3E2F][b];[/b][/color]
           [color=#191970][b]switch[/b][/color] [color=#8B3E2F][b]([/b][/color][color=#1874CD]_support[/color][color=#8B3E2F][b])[/b][/color] [color=#191970][b]do[/b][/color] [color=#8B3E2F][b]{[/b][/color]
               [color=#191970][b]case[/b][/color] [color=#7A7A7A]"ugvRequest"[/color][color=#8B3E2F][b]:[/b][/color] [color=#8B3E2F][b]{[/b][/color]
                   [color=#8B3E2F][b][[/b][/color][color=#1874CD]_caller[/color][color=#8B3E2F][b],[/b][/color] [color=#8B3E2F][b]([/b][/color][color=#191970][b]getPos[/b][/color] [color=#1874CD]_unitPos[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b],[/b][/color] [color=#7A7A7A]"null"[/color][color=#8B3E2F][b],[/b][/color] [color=#000000]false[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]spawn[/b][/color] KOL_fnc_ugvRequest[color=#8B3E2F][b];[/b][/color]
               [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
               [color=#191970][b]case[/b][/color] [color=#7A7A7A]"qrfRequest"[/color][color=#8B3E2F][b]:[/b][/color] [color=#8B3E2F][b]{[/b][/color]
                   [color=#8B3E2F][b][[/b][/color][color=#1874CD]_caller[/color][color=#8B3E2F][b],[/b][/color] [color=#8B3E2F][b]([/b][/color][color=#191970][b]getPos[/b][/color] [color=#1874CD]_unitPos[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b],[/b][/color] [color=#7A7A7A]"null"[/color][color=#8B3E2F][b],[/b][/color] [color=#000000]false[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]spawn[/b][/color] KOL_fnc_qrfRequest[color=#8B3E2F][b];[/b][/color]
               [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
               [color=#191970][b]case[/b][/color] [color=#7A7A7A]"createNonrespawnableAiGroup"[/color][color=#8B3E2F][b]:[/b][/color] [color=#8B3E2F][b]{[/b][/color]
                   [color=#8B3E2F][b][[/b][/color][color=#191970][b]side[/b][/color] [color=#1874CD]_caller[/color][color=#8B3E2F][b],[/b][/color] [color=#8B3E2F][b]([/b][/color][color=#191970][b]getPos[/b][/color] [color=#1874CD]_unitPos[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b],[/b][/color] [color=#7A7A7A]"null"[/color][color=#8B3E2F][b],[/b][/color] [color=#000000]false[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]spawn[/b][/color] KOL_fnc_createNonrespawnableAiGroup[color=#8B3E2F][b];[/b][/color]
               [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
           [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
           [color=#191970][b]if[/b][/color] [color=#8B3E2F][b]([/b][/color]KOL_debug[color=#8B3E2F][b])[/b][/color] [color=#191970][b]then[/b][/color] [color=#8B3E2F][b]{[/b][/color]
               [color=#191970][b]systemChat[/b][/color] [color=#191970][b]format[/b][/color][color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"%1 CALLING A %2"[/color][color=#8B3E2F][b],[/b][/color] [color=#191970][b]name[/b][/color] [color=#1874CD]_caller[/color][color=#8B3E2F][b],[/b][/color] [color=#1874CD]_support[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color]
           [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
    [color=#006400][i]/*
    
    
    sleep _waitTime;
    
    
    if (!hotfoot_epilogue) then {[] spawn KOL_fnc_aiSupportHandler};
    */[/i][/color][/color]

    qrfRequest

    [color=#FF8040][color=#191970][b]private[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"_caller"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_pos"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_is3D"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_ID"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_grpSide"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_grp"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_rifles"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_pos2"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_spawnPos"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_retArray"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_retArray2"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_vehicle"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_crew"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_retArary"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_heli"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_heliCrew"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_heliGrp"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_heliDriver"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_dis"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_newQrf"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_lz"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_distanceToLz"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"_shortestDistance"[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color]
    
    
    [color=#1874CD]_caller[/color] [color=#8B3E2F][b]=[/b][/color] [color=#000000]_this[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b];[/b][/color]
    [color=#000000]_pos[/color] [color=#8B3E2F][b]=[/b][/color] [color=#000000]_this[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]1[/color][color=#8B3E2F][b];[/b][/color]
    [color=#000000]_target[/color] [color=#8B3E2F][b]=[/b][/color] [color=#000000]_this[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]2[/color][color=#8B3E2F][b];[/b][/color]
    [color=#1874CD]_is3D[/color] [color=#8B3E2F][b]=[/b][/color] [color=#000000]_this[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]3[/color][color=#8B3E2F][b];[/b][/color]
    [color=#000000]_id[/color] [color=#8B3E2F][b]=[/b][/color] [color=#000000]_this[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]4[/color][color=#8B3E2F][b];[/b][/color]
    [color=#1874CD]_grpSide[/color] [color=#8B3E2F][b]=[/b][/color] [color=#191970][b]side[/b][/color] [color=#1874CD]_caller[/color][color=#8B3E2F][b];[/b][/color]
    [color=#191970][b]if[/b][/color] [color=#8B3E2F][b]([/b][/color][color=#1874CD]_grpSide[/color] [color=#8B3E2F][b]=[/b][/color][color=#8B3E2F][b]=[/b][/color] [color=#000000]independent[/color][color=#8B3E2F][b])[/b][/color] [color=#191970][b]then[/b][/color] [color=#8B3E2F][b]{[/b][/color][color=#1874CD]_grpSide[/color] [color=#8B3E2F][b]=[/b][/color] [color=#000000]resistance[/color][color=#8B3E2F][b];[/b][/color][color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
    [color=#1874CD]_grp[/color] [color=#8B3E2F][b]=[/b][/color] [color=#191970][b]group[/b][/color] [color=#1874CD]_caller[/color][color=#8B3E2F][b];[/b][/color]
    [color=#1874CD]_ugvArray[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#1874CD]_caller[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color]
    [color=#1874CD]_ugv[/color] [color=#8B3E2F][b]=[/b][/color] [color=#1874CD]_caller[/color][color=#8B3E2F][b];[/b][/color]
    [color=#1874CD]_pos2[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color]
    [color=#1874CD]_retArray[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color]
    [color=#1874CD]_retArray2[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color]
    [color=#1874CD]_spawnPos[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color]
    
    
    
    
    
    
    [color=#191970][b]switch[/b][/color] [color=#8B3E2F][b]([/b][/color][color=#1874CD]_grpSide[/color][color=#8B3E2F][b])[/b][/color] [color=#191970][b]do[/b][/color] [color=#8B3E2F][b]{[/b][/color]
       [color=#191970][b]case[/b][/color] [color=#000000]west[/color][color=#8B3E2F][b]:[/b][/color] [color=#8B3E2F][b]{[/b][/color]
           [color=#1874CD]_spawnPos[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]([/b][/color][color=#191970][b]getMarkerPos[/b][/color] [color=#7A7A7A]"arespawn_west"[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]10[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]500[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]10[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]2[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] BIS_fnc_findSafePos[color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_grp[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#1874CD]_spawnPos[/color][color=#8B3E2F][b],[/b][/color] [color=#000000]west[/color][color=#8B3E2F][b],[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"B_soldier_F"[/color][color=#8B3E2F][b],[/b][/color] [color=#7A7A7A]"B_soldier_F"[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b],[/b][/color][color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b],[/b][/color][color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b],[/b][/color][color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b],[/b][/color][color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b],[/b][/color][color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b],[/b][/color][color=#FF0000]180[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] BIS_fnc_spawnGroup[color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_rifles[/color] [color=#8B3E2F][b]=[/b][/color] [color=#191970][b]units[/b][/color] [color=#1874CD]_grp[/color][color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_spawnPos[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]([/b][/color][color=#191970][b]getMarkerPos[/b][/color] [color=#7A7A7A]"arespawn_west"[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]10[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]500[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]10[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]2[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] BIS_fnc_findSafePos[color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_retArray[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#1874CD]_spawnPos[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]180[/color][color=#8B3E2F][b],[/b][/color] [color=#7A7A7A]"B_MRAP_01_hmg_F"[/color][color=#8B3E2F][b],[/b][/color] [color=#1874CD]_grp[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] bis_fnc_spawnvehicle[color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_spawnPos[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]([/b][/color][color=#191970][b]getMarkerPos[/b][/color] [color=#7A7A7A]"arespawn_west"[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]10[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]500[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]10[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]2[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] BIS_fnc_findSafePos[color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_retArray2[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#1874CD]_spawnPos[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]180[/color][color=#8B3E2F][b],[/b][/color] [color=#7A7A7A]"B_Heli_Transport_03_F"[/color][color=#8B3E2F][b],[/b][/color] [color=#000000]west[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] bis_fnc_spawnvehicle[color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_pos2[/color] [color=#8B3E2F][b]=[/b][/color] [color=#191970][b]getMarkerPos[/b][/color] [color=#7A7A7A]"arespawn_west"[/color][color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
       [color=#191970][b]case[/b][/color] [color=#000000]east[/color][color=#8B3E2F][b]:[/b][/color] [color=#8B3E2F][b]{[/b][/color]
           [color=#1874CD]_spawnPos[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]([/b][/color][color=#191970][b]getMarkerPos[/b][/color] [color=#7A7A7A]"arespawn_east"[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]10[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]500[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]10[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]2[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] BIS_fnc_findSafePos[color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_grp[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#1874CD]_spawnPos[/color][color=#8B3E2F][b],[/b][/color] [color=#000000]east[/color][color=#8B3E2F][b],[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"O_Soldier_F"[/color][color=#8B3E2F][b],[/b][/color] [color=#7A7A7A]"O_Soldier_F"[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b],[/b][/color][color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b],[/b][/color][color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b],[/b][/color][color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b],[/b][/color][color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b],[/b][/color][color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b],[/b][/color][color=#FF0000]180[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] BIS_fnc_spawnGroup[color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_rifles[/color] [color=#8B3E2F][b]=[/b][/color] [color=#191970][b]units[/b][/color] [color=#1874CD]_grp[/color][color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_spawnPos[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]([/b][/color][color=#191970][b]getMarkerPos[/b][/color] [color=#7A7A7A]"arespawn_east"[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]10[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]500[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]10[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]2[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] BIS_fnc_findSafePos[color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_retArray[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#1874CD]_spawnPos[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]180[/color][color=#8B3E2F][b],[/b][/color] [color=#7A7A7A]"O_MRAP_02_hmg_F"[/color][color=#8B3E2F][b],[/b][/color] [color=#1874CD]_grp[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] bis_fnc_spawnvehicle[color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_spawnPos[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]([/b][/color][color=#191970][b]getMarkerPos[/b][/color] [color=#7A7A7A]"arespawn_east"[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]10[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]500[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]10[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]2[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] BIS_fnc_findSafePos[color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_retArray2[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#1874CD]_spawnPos[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]180[/color][color=#8B3E2F][b],[/b][/color] [color=#7A7A7A]"O_Heli_Transport_04_F"[/color][color=#8B3E2F][b],[/b][/color] [color=#000000]east[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] bis_fnc_spawnvehicle[color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_pos2[/color] [color=#8B3E2F][b]=[/b][/color] [color=#191970][b]getMarkerPos[/b][/color] [color=#7A7A7A]"arespawn_east"[/color][color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
       [color=#191970][b]case[/b][/color] [color=#000000]resistance[/color][color=#8B3E2F][b]:[/b][/color] [color=#8B3E2F][b]{[/b][/color]
           [color=#1874CD]_spawnPos[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]([/b][/color][color=#191970][b]getMarkerPos[/b][/color] [color=#7A7A7A]"arespawn_guerrila"[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]10[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]500[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]10[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]2[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] BIS_fnc_findSafePos[color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_grp[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#1874CD]_spawnPos[/color][color=#8B3E2F][b],[/b][/color] [color=#000000]resistance[/color][color=#8B3E2F][b],[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"I_soldier_F"[/color][color=#8B3E2F][b],[/b][/color] [color=#7A7A7A]"I_soldier_F"[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b],[/b][/color][color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b],[/b][/color][color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b],[/b][/color][color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b],[/b][/color][color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b],[/b][/color][color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b],[/b][/color][color=#FF0000]180[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] BIS_fnc_spawnGroup[color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_rifles[/color] [color=#8B3E2F][b]=[/b][/color] [color=#191970][b]units[/b][/color] [color=#1874CD]_grp[/color][color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_spawnPos[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]([/b][/color][color=#191970][b]getMarkerPos[/b][/color] [color=#7A7A7A]"arespawn_guerrila"[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]10[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]500[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]10[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]2[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] BIS_fnc_findSafePos[color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_retArray[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#1874CD]_spawnPos[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]180[/color][color=#8B3E2F][b],[/b][/color] [color=#7A7A7A]"I_MRAP_03_hmg_F"[/color][color=#8B3E2F][b],[/b][/color] [color=#1874CD]_grp[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] bis_fnc_spawnvehicle[color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_spawnPos[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]([/b][/color][color=#191970][b]getMarkerPos[/b][/color] [color=#7A7A7A]"arespawn_guerrila"[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]10[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]500[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]10[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]2[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] BIS_fnc_findSafePos[color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_retArray2[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#1874CD]_spawnPos[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]180[/color][color=#8B3E2F][b],[/b][/color] [color=#7A7A7A]"I_Heli_Transport_02_F"[/color][color=#8B3E2F][b],[/b][/color] [color=#000000]resistance[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] bis_fnc_spawnvehicle[color=#8B3E2F][b];[/b][/color]
           [color=#1874CD]_pos2[/color] [color=#8B3E2F][b]=[/b][/color] [color=#191970][b]getMarkerPos[/b][/color] [color=#7A7A7A]"arespawn_guerrila"[/color][color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
    [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
       [color=#191970][b]waitUntil[/b][/color] [color=#8B3E2F][b]{[/b][/color][color=#8B3E2F][b]![/b][/color][color=#191970][b]isNil[/b][/color] [color=#7A7A7A]"_retArray"[/color][color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_vehicle[/color] [color=#8B3E2F][b]=[/b][/color] [color=#1874CD]_retArray[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_crew[/color] [color=#8B3E2F][b]=[/b][/color] [color=#1874CD]_retArray[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]1[/color][color=#8B3E2F][b];[/b][/color]
       [color=#006400][i]//_grp = _retArary select 2;[/i][/color]
    
    
       [color=#1874CD]_heli[/color] [color=#8B3E2F][b]=[/b][/color] [color=#1874CD]_retArray2[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_heliCrew[/color] [color=#8B3E2F][b]=[/b][/color] [color=#1874CD]_retArray2[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]1[/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_heliGrp[/color] [color=#8B3E2F][b]=[/b][/color] [color=#1874CD]_retArray2[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]2[/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_heliDriver[/color] [color=#8B3E2F][b]=[/b][/color] [color=#191970][b]driver[/b][/color] [color=#1874CD]_heli[/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_heli[/color] [color=#191970][b]setCaptive[/b][/color] [color=#000000]true[/color][color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]{[/b][/color]
           [color=#000000]_x[/color] [color=#191970][b]assignAsCargo[/b][/color] [color=#1874CD]_vehicle[/color][color=#8B3E2F][b];[/b][/color]
           [color=#000000]_x[/color] [color=#191970][b]moveInCargo[/b][/color] [color=#1874CD]_vehicle[/color][color=#8B3E2F][b];[/b][/color]
           [color=#000000]_x[/color] [color=#191970][b]setSkill[/b][/color] [color=#8B3E2F][b]([/b][/color][color=#7A7A7A]"AISkill"[/color] [color=#191970][b]call[/b][/color] BIS_fnc_getParamValue[color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b];[/b][/color]
           [color=#191970][b]if[/b][/color] [color=#8B3E2F][b]([/b][/color][color=#8B3E2F][b]([/b][/color][color=#7A7A7A]"nvgs"[/color] [color=#191970][b]call[/b][/color] BIS_fnc_getParamValue[color=#8B3E2F][b])[/b][/color] [color=#8B3E2F][b]=[/b][/color][color=#8B3E2F][b]=[/b][/color] [color=#FF0000]1[/color][color=#8B3E2F][b])[/b][/color] [color=#191970][b]then[/b][/color] [color=#8B3E2F][b]{[/b][/color]
           [color=#000000]_x[/color] [color=#191970][b]unassignItem[/b][/color] [color=#7A7A7A]"NVGoggles"[/color][color=#8B3E2F][b];[/b][/color]
           [color=#000000]_x[/color] [color=#191970][b]removeItem[/b][/color] [color=#7A7A7A]"NVGoggles"[/color][color=#8B3E2F][b];[/b][/color]
           [color=#000000]_x[/color] [color=#191970][b]unassignItem[/b][/color] [color=#7A7A7A]"NVGoggles_OPFOR"[/color][color=#8B3E2F][b];[/b][/color]
           [color=#000000]_x[/color] [color=#191970][b]removeItem[/b][/color] [color=#7A7A7A]"NVGoggles_OPFOR"[/color][color=#8B3E2F][b];[/b][/color]
           [color=#000000]_x[/color] [color=#191970][b]unassignItem[/b][/color] [color=#7A7A7A]"NVGoggles_INDEP"[/color][color=#8B3E2F][b];[/b][/color]
           [color=#000000]_x[/color] [color=#191970][b]removeItem[/b][/color] [color=#7A7A7A]"NVGoggles_INDEP"[/color][color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]}[/b][/color] [color=#191970][b]forEach[/b][/color] [color=#1874CD]_rifles[/color][color=#8B3E2F][b];[/b][/color]
    
    
    [color=#8B3E2F][b][[/b][/color][color=#1874CD]_caller[/color][color=#8B3E2F][b],[/b][/color] [color=#191970][b]format[/b][/color][color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"%2, this is %1, requesting QRF, over."[/color][color=#8B3E2F][b],[/b][/color] [color=#191970][b]groupID[/b][/color] [color=#8B3E2F][b]([/b][/color][color=#191970][b]group[/b][/color] [color=#1874CD]_caller[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b],[/b][/color] [color=#191970][b]groupID[/b][/color] [color=#1874CD]_grp[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] KOL_fnc_globalSideChat[color=#8B3E2F][b];[/b][/color]
    [color=#191970][b]sleep[/b][/color] [color=#FF0000]3[/color][color=#8B3E2F][b];[/b][/color]
    [color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]([/b][/color][color=#191970][b]leader[/b][/color] [color=#1874CD]_grp[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b],[/b][/color] [color=#191970][b]format[/b][/color][color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"%1, this is %2, copy your last. Send landing grid, over."[/color][color=#8B3E2F][b],[/b][/color] [color=#191970][b]groupID[/b][/color] [color=#8B3E2F][b]([/b][/color][color=#191970][b]group[/b][/color] [color=#1874CD]_caller[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b],[/b][/color] [color=#191970][b]groupID[/b][/color] [color=#1874CD]_grp[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] KOL_fnc_globalSideChat[color=#8B3E2F][b];[/b][/color]
    [color=#191970][b]sleep[/b][/color] [color=#FF0000]3[/color][color=#8B3E2F][b];[/b][/color]
    [color=#8B3E2F][b][[/b][/color][color=#1874CD]_caller[/color][color=#8B3E2F][b],[/b][/color] [color=#191970][b]format[/b][/color][color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"Grid %1, over."[/color][color=#8B3E2F][b],[/b][/color] [color=#191970][b]mapGridPosition[/b][/color] [color=#000000]_pos[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] KOL_fnc_globalSideChat[color=#8B3E2F][b];[/b][/color]
    [color=#191970][b]sleep[/b][/color] [color=#FF0000]3[/color][color=#8B3E2F][b];[/b][/color]
    
    
    [color=#1874CD]_dis[/color] [color=#8B3E2F][b]=[/b][/color] [color=#000000]_pos[/color] [color=#191970][b]distance[/b][/color] hardpoint[color=#8B3E2F][b];[/b][/color]
    
    
    [color=#191970][b]if[/b][/color] [color=#8B3E2F][b]([/b][/color][color=#1874CD]_dis[/color] [color=#8B3E2F][b]>[/b][/color] [color=#FF0000]1200[/color][color=#8B3E2F][b])[/b][/color] [color=#191970][b]then[/b][/color] [color=#8B3E2F][b]{[/b][/color]
    
    
       [color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]([/b][/color][color=#191970][b]leader[/b][/color] [color=#1874CD]_grp[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b],[/b][/color] [color=#191970][b]format[/b][/color][color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"%1, requested coordinates are outside of the AO, request denied, out."[/color][color=#8B3E2F][b],[/b][/color] [color=#191970][b]groupID[/b][/color] [color=#8B3E2F][b]([/b][/color][color=#191970][b]group[/b][/color] [color=#1874CD]_caller[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b],[/b][/color] [color=#191970][b]groupID[/b][/color] [color=#1874CD]_grp[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] KOL_fnc_globalSideChat[color=#8B3E2F][b];[/b][/color]
       [color=#191970][b]sleep[/b][/color] [color=#FF0000]3[/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_newQrf[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#1874CD]_caller[/color][color=#8B3E2F][b],[/b][/color] [color=#7A7A7A]"qrfRequest"[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] BIS_fnc_addCommMenuItem[color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]{[/b][/color]
           [color=#191970][b]deleteVehicle[/b][/color] [color=#000000]_x[/color][color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]}[/b][/color] [color=#191970][b]forEach[/b][/color] [color=#1874CD]_heliCrew[/color][color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]{[/b][/color]
           [color=#191970][b]deleteVehicle[/b][/color] [color=#000000]_x[/color][color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]}[/b][/color] [color=#191970][b]forEach[/b][/color] [color=#191970][b]units[/b][/color] [color=#1874CD]_grp[/color][color=#8B3E2F][b];[/b][/color]
       [color=#191970][b]deleteVehicle[/b][/color] [color=#1874CD]_heli[/color][color=#8B3E2F][b];[/b][/color]
       [color=#191970][b]deleteVehicle[/b][/color] [color=#1874CD]_vehicle[/color][color=#8B3E2F][b];[/b][/color]
       [color=#191970][b]deleteGroup[/b][/color] [color=#1874CD]_heliGrp[/color][color=#8B3E2F][b];[/b][/color]
       [color=#191970][b]deleteGroup[/b][/color] [color=#1874CD]_grp[/color][color=#8B3E2F][b];[/b][/color]
    [color=#8B3E2F][b]}[/b][/color] [color=#191970][b]else[/b][/color] [color=#8B3E2F][b]{[/b][/color]
       [color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]([/b][/color][color=#191970][b]leader[/b][/color] [color=#1874CD]_grp[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b],[/b][/color] [color=#191970][b]format[/b][/color][color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"Copy that %1, dispatching to requested coordinates, out."[/color][color=#8B3E2F][b],[/b][/color] [color=#191970][b]groupID[/b][/color] [color=#8B3E2F][b]([/b][/color][color=#191970][b]group[/b][/color] [color=#1874CD]_caller[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b],[/b][/color] [color=#191970][b]groupID[/b][/color] [color=#1874CD]_grp[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] KOL_fnc_globalSideChat[color=#8B3E2F][b];[/b][/color]
       [color=#191970][b]sleep[/b][/color] [color=#FF0000]3[/color][color=#8B3E2F][b];[/b][/color]
    
    
       [color=#1874CD]_heli[/color] [color=#191970][b]setSlingLoad[/b][/color] [color=#1874CD]_vehicle[/color][color=#8B3E2F][b];[/b][/color]
    
    
       [color=#1874CD]_heliDriver[/color] [color=#191970][b]disableAI[/b][/color] [color=#7A7A7A]"FSM"[/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_heliDriver[/color] [color=#191970][b]disableAI[/b][/color] [color=#7A7A7A]"TARGET"[/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_heliDriver[/color] [color=#191970][b]disableAI[/b][/color] [color=#7A7A7A]"AUTOTARGET"[/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_heliGrp[/color] [color=#191970][b]setBehaviour[/b][/color] [color=#7A7A7A]"AWARE"[/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_heliGrp[/color] [color=#191970][b]setCombatMode[/b][/color] [color=#7A7A7A]"RED"[/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_heliGrp[/color] [color=#191970][b]setSpeedMode[/b][/color] [color=#7A7A7A]"NORMAL"[/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_lz[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#000000]_pos[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] KOL_fnc_findNearestLZ[color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_heliDriver[/color] [color=#191970][b]move[/b][/color] [color=#1874CD]_lz[/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_heli[/color] [color=#191970][b]flyInHeight[/b][/color] [color=#FF0000]50[/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_heli[/color] [color=#191970][b]lock[/b][/color] [color=#FF0000]3[/color][color=#8B3E2F][b];[/b][/color]
    
    
       [color=#191970][b]if[/b][/color] [color=#8B3E2F][b]([/b][/color][color=#191970][b]isMultiplayer[/b][/color][color=#8B3E2F][b])[/b][/color] [color=#191970][b]then[/b][/color] [color=#8B3E2F][b]{[/b][/color]
       [color=#8B3E2F][b]{[/b][/color]
           [color=#000000]_x[/color] [color=#191970][b]addMPEventHandler[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"MPKilled"[/color][color=#8B3E2F][b],[/b][/color] [color=#8B3E2F][b]{[/b][/color][color=#000000]_this[/color] [color=#191970][b]spawn[/b][/color] KOL_fnc_onUnitKilled[color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]}[/b][/color]  [color=#191970][b]forEach[/b][/color] [color=#191970][b]units[/b][/color] [color=#1874CD]_heliGrp[/color][color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]{[/b][/color]
           [color=#000000]_x[/color] [color=#191970][b]addMPEventHandler[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"MPKilled"[/color][color=#8B3E2F][b],[/b][/color] [color=#8B3E2F][b]{[/b][/color][color=#000000]_this[/color] [color=#191970][b]spawn[/b][/color] KOL_fnc_onUnitKilled[color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]}[/b][/color]  [color=#191970][b]forEach[/b][/color] [color=#191970][b]units[/b][/color] [color=#1874CD]_grp[/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_heli[/color] [color=#191970][b]addMPEventHandler[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"MPKilled"[/color][color=#8B3E2F][b],[/b][/color] [color=#8B3E2F][b]{[/b][/color][color=#000000]_this[/color] [color=#191970][b]spawn[/b][/color] KOL_fnc_onUnitKilled[color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_vehicle[/color] [color=#191970][b]addMPEventHandler[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"MPKilled"[/color][color=#8B3E2F][b],[/b][/color] [color=#8B3E2F][b]{[/b][/color][color=#000000]_this[/color] [color=#191970][b]spawn[/b][/color] KOL_fnc_onUnitKilled[color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color]
    [color=#8B3E2F][b]}[/b][/color] [color=#191970][b]else[/b][/color] [color=#8B3E2F][b]{[/b][/color]
       [color=#8B3E2F][b]{[/b][/color]
           [color=#000000]_x[/color] [color=#191970][b]addEventHandler[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"Killed"[/color][color=#8B3E2F][b],[/b][/color] [color=#8B3E2F][b]{[/b][/color][color=#000000]_this[/color] [color=#191970][b]spawn[/b][/color] KOL_fnc_onUnitKilled[color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]}[/b][/color]  [color=#191970][b]forEach[/b][/color] [color=#191970][b]units[/b][/color] [color=#1874CD]_heliGrp[/color][color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]{[/b][/color]
           [color=#000000]_x[/color] [color=#191970][b]addEventHandler[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"Killed"[/color][color=#8B3E2F][b],[/b][/color] [color=#8B3E2F][b]{[/b][/color][color=#000000]_this[/color] [color=#191970][b]spawn[/b][/color] KOL_fnc_onUnitKilled[color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]}[/b][/color]  [color=#191970][b]forEach[/b][/color] [color=#191970][b]units[/b][/color] [color=#1874CD]_grp[/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_heli[/color] [color=#191970][b]addEventHandler[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"Killed"[/color][color=#8B3E2F][b],[/b][/color] [color=#8B3E2F][b]{[/b][/color][color=#000000]_this[/color] [color=#191970][b]spawn[/b][/color] KOL_fnc_onUnitKilled[color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_vehicle[/color] [color=#191970][b]addEventHandler[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"Killed"[/color][color=#8B3E2F][b],[/b][/color] [color=#8B3E2F][b]{[/b][/color][color=#000000]_this[/color] [color=#191970][b]spawn[/b][/color] KOL_fnc_onUnitKilled[color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color]
    [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
    
    
       [color=#191970][b]waitUntil[/b][/color] [color=#8B3E2F][b]{[/b][/color][color=#8B3E2F][b]([/b][/color][color=#1874CD]_heli[/color] [color=#191970][b]distance[/b][/color] [color=#1874CD]_lz[/color] [color=#8B3E2F][b]<[/b][/color] [color=#FF0000]100[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_heli[/color] [color=#191970][b]flyInHeight[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_heli[/color] [color=#191970][b]land[/b][/color] [color=#7A7A7A]"LAND"[/color][color=#8B3E2F][b];[/b][/color]
       [color=#191970][b]waitUntil[/b][/color] [color=#8B3E2F][b]{[/b][/color][color=#8B3E2F][b]([/b][/color][color=#191970][b]isTouchingGround[/b][/color] [color=#1874CD]_vehicle[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]{[/b][/color]
           [color=#191970][b]ropeCut[/b][/color] [color=#8B3E2F][b][[/b][/color] [color=#000000]_x[/color][color=#8B3E2F][b],[/b][/color] [color=#FF0000]5[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]}[/b][/color] [color=#191970][b]forEach[/b][/color] [color=#191970][b]ropes[/b][/color] [color=#1874CD]_heli[/color][color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]([/b][/color][color=#191970][b]leader[/b][/color] [color=#1874CD]_grp[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b],[/b][/color] [color=#191970][b]format[/b][/color][color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"Be advised, QRF %1 is in the AO and engaging hostiles, out."[/color][color=#8B3E2F][b],[/b][/color] [color=#191970][b]groupID[/b][/color] [color=#1874CD]_grp[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] KOL_fnc_globalSideChat[color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b][[/b][/color][color=#8B3E2F][b]([/b][/color][color=#191970][b]leader[/b][/color] [color=#1874CD]_grp[/color][color=#8B3E2F][b])[/b][/color] [color=#8B3E2F][b],[/b][/color] [color=#7A7A7A]"city"[/color][color=#8B3E2F][b],[/b][/color] [color=#7A7A7A]"ASSUALT"[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]execVM[/b][/color] [color=#7A7A7A]"scripts\UPSMON.sqf"[/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_heli[/color] [color=#191970][b]land[/b][/color] [color=#7A7A7A]"NONE"[/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_heliDriver[/color] [color=#191970][b]move[/b][/color] [color=#1874CD]_pos2[/color][color=#8B3E2F][b];[/b][/color]
       [color=#1874CD]_heli[/color] [color=#191970][b]flyInHeight[/b][/color] [color=#FF0000]50[/color][color=#8B3E2F][b];[/b][/color]
       [color=#191970][b]waitUntil[/b][/color] [color=#8B3E2F][b]{[/b][/color][color=#8B3E2F][b]([/b][/color][color=#1874CD]_heli[/color] [color=#191970][b]distance[/b][/color] [color=#1874CD]_pos2[/color] [color=#8B3E2F][b]<[/b][/color] [color=#FF0000]300[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]{[/b][/color]
           [color=#191970][b]deleteVehicle[/b][/color] [color=#000000]_x[/color][color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]}[/b][/color] [color=#191970][b]forEach[/b][/color] [color=#1874CD]_heliCrew[/color][color=#8B3E2F][b];[/b][/color]
       [color=#191970][b]deleteVehicle[/b][/color] [color=#1874CD]_heli[/color][color=#8B3E2F][b];[/b][/color]
       [color=#191970][b]deleteGroup[/b][/color] [color=#1874CD]_heliGrp[/color][color=#8B3E2F][b];[/b][/color]
    [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
    
    
    
    
    
    
    [/color]

    Made with KK's SQF to BBCode Converter


  11. Do you think I would've used "count" if it didn't work? ;)

    Count does pretty much the same thing as forEach, only faster.

    The first version I posted only has to run on the server but that isn't really optimal.

    You can simply put the local-version in the init.sqf to have it run on every client.

    I never knew that! I thought count return integers :confused:

    Thanks for the help, I'll try the clientside version tonight.


  12. I see what you're trying to do.

    I just don't know why you'd want to do that and what you want to achieve with it.

    Just keep the script running in one loop. Then...

    a) replace "allUnits" with a custom array

    or

    b) add a condition inside the count, so it ignores for example everyone on opfor or whatever you want.

    If you want it for all blufor units, then theres no point in spawning it separately for each group.

    You could even set it up so it only considers units that have a specific object-variable set and ignores everything else.

    Okay, does count work or do I need to use forEach?

    Also, do I need to spawn this in BIS_fnc_mp or can it just be run on the server?


  13. The code I originally posted wasn't tested and contained a few minor bugs.

    I've updated that post already, so copy it again or use the clientside version from my other post.

    Both are tested and work fine. (the smilie proves it ^^)

    ps.: As Dreaded already stated, don't remove the count. Trust the code :)

    Unless (and your function looks that way) you want to run it for specific units/groups only. In which case you'll have to change more than that.

    If you want it to check only a certain selection of units, the easiest way is to replace "allUnits" with a global array. Then simply add the units that should be checked to that array.

    Thanks for the clarification Tajin. I'm trying to run it for the leader of every group I spawn. So whenever I spawn a group I spawn [(leader group)] spawn KOL_fnc_gridMarkers;

×