Kolmain
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Posts posted by Kolmain
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Actually I just put up the first version, should be playable!
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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.
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Awesome Kolmain, looking forward to it, love Evolution!This is great news especially for ex Evo whores like myself.Thanks guys, I just spent all day working on the Altis branch, the core is there and playable, just some kinks to work out. Post on the issues if you can lend a hand!
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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!
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(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original form, redesigned by myself, or with similar community content replacing the functionality of the original outdated code.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
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:- 2
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Dang! That's a real deal-breaker for me releasing this scenario on steam... not that the masses are hanging out for my work- but anyway it sucks.Hm. You could just delete and recreate the group via scripting? That'll work for sure.
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{ _x setUnitPos "AUTO"; _x setUnitPosWeak "AUTO"; } forEach units group1
Give that a try, should do the trick.
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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.sqmI 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?
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If you are going to use some custom soundfiles open theHere 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. :)
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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?
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The AddOn is activated and has Cfg entries, but the sounds I'm interested in don't have any. :(
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That file directory doesnt work, no errors. When I move the file into the mission folder it works fine. Any ideas?
@JShock,
Its not in the config :(
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Something like this: "A3\sounds_f\characters\human-sfx\POx" (x being from 1 to 6)You'll have to look in the pbos for the exact path or you could probably just grab the filepaths from config.
I dePBO'd the whole file so I have the exact paths, but good to know it starts with A3\. Thanks!
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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?
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Works now, it was the empty array. "Theoretically". :rolleyes:
Thanks guys!
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Yea, sorry, derp moment, brain is kinda mush right now :p:Just checking :)
I'm going to try our BIS_fnc_error and see how it goes. What do you think about this?
if (count _callers <=1) exitwith {["No units in array, _callers: %1", _callers] call BIS_fnc_error};
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But wont that always throw? Did you mean to put it after it adds the objects to the array?
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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]
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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]
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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.
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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?
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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;
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I spent some time adapting your code and integrated it here: https://github.com/kmain4/Hotfoot/blob/master/functions/handlers/fn_gridMarkers.sqf
But when I run the mission, nothing happens. No error, no markers, nothing. any ideas?
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No, it should just turn orange when multiple sides are within the same grid square?Derp. Completely missed the orange line. So if I'm reading this correctly then it would never switch back to a side color once contested?
EDIT: I see. You're deleting the marker and recreating it, tracking the unit individually. Okay.
(Co30) Evolution-A3
in ARMA 3 - USER MISSIONS
Posted
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. :)
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?
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.
Weapons should be accessible at the armory.
Are you all using DEV1 or RC1?
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Everything will be toggle-able via parameters. :D
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Added the link to releases from GitHub: https://github.com/Kolmain/Evolution-A3/releases/
RC1 now available.