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1para{god-father}

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Everything posted by 1para{god-father}

  1. 1para{god-father}

    Scripted WP issue not working

    LOL it must be me as that does not work ? also as soon as the guy sees me he hits the ground !
  2. 1para{god-father}

    Scripted WP issue not working

    Ahhhh no wonder he does not move :) Many thanks ill give that a go now ! ---------- Post added at 04:56 PM ---------- Previous post was at 02:58 PM ---------- He still does not really do it - is it because he is a civilian ? - he just runs around then lye's down on the ground then stands back up bit does not go into the house nor board the car ? Any suggestions ? - i put group as CIVILIAN but still no joy _destland = [12642.6,9832.73,0.00143433]; _grp1 = createGroup CIVILIAN; [vip5] join _grp1; ///move VIP to house///// _wptest1 = _grp1 addWaypoint [[12604.9,9836.98,0.202789],1] ; _wptest1 setWaypointHousePosition 1; _wptest1 setWaypointType "MOVE"; _wptest1 setwaypointBehaviour "SAFE"; _wptest1 setwaypointcombatmode "BLUE" ; _wptest1 setWaypointSpeed "NORMAL" ; ///move to car _wptest2 = _grp1 addWaypoint [[12642.6,9832.73,0.00143433],1] ; _wptest2 setWaypointType "GETIN"; _wptest2 setwaypointBehaviour "SAFE"; _wptest2 setwaypointcombatmode "BLUE" ; _wptest2 setWaypointSpeed "NORMAL" ; ////move car to wp _wptest3 = _grp1 addWaypoint [[12956.5,14289.9,0.00146484],1] ; _wptest3 setWaypointType "MOVE"; _wptest3 setwaypointBehaviour "SAFE"; _wptest3 setwaypointcombatmode "BLUE" ; _wptest3 setWaypointSpeed "NORMAL" ;
  3. 1para{god-father}

    Scripted WP issue not working

    OK another question ! I would like VIP5 to move to his first WP then wait 60 sec then get in the car and then drive away really having issues with this he does not seem to want to do anything i am doing !? _grp1 = createGroup RESISTANCE; _grp1 = group vip5; _wptest1 = _grp1 addWaypoint [[12604.9,9836.98,0.202789],1] ; // move to house at this location _wptest1 setWaypointHousePosition 1 _wptest1 setWaypointType "MOVE"; _wptest1 setwaypointBehaviour "SAFE"; _wptest1 setwaypointcombatmode "BLUE" ; _wptest1 setWaypointSpeed "NORMAL" ; sleep 60 ; _wptest2 = _grp1 addWaypoint [[12642.6,9832.73,0.00143433],1] ; // get in car car is called _veh1 _wptest2 setWaypointType "GETIN"; _wptest2 setwaypointBehaviour "SAFE"; _wptest2 setwaypointcombatmode "BLUE" ; _wptest2 setWaypointSpeed "NORMAL" ; _wptest3 = _grp1 addWaypoint [[12956.5,14289.9,0.00146484],1] ; // move car to location _wptest3 setWaypointType "MOVE"; _wptest3 setwaypointBehaviour "SAFE"; _wptest3 setwaypointcombatmode "BLUE" ; _wptest3 setWaypointSpeed "NORMAL" ;
  4. 1para{god-father}

    Scripted WP issue not working

    That done the Job - thanks !
  5. 1para{god-father}

    bis_fnc_taskPatrol Not working ?

    That worked great ! Many thanks
  6. Having a little issue getting bis_fnc_taskPatrol to work , the plane just fly's to the bottom left of the map, not sure why ? veh1 is a vehicle on the map and it does exits as I see the marker fine _vehicleambush=veh1; _ambush1 = createmarker ["ambush1",getpos _vehicleambush]; _ambush1 setmarkershape "ELLIPSE"; _ambush1 setmarkersize [220,220]; _ambush1 setMarkerColor "ColorRed"; _airSpawn1 = [[(_pos) select 0, (_pos select 1)- 30, 200], 0, "Su25_TK_EP1", EAST] call BIS_fnc_spawnVehicle; [_airSpawn1, getPos _vehicleambush, 1000] call bis_fnc_taskPatrol;
  7. 1para{god-father}

    bis_fnc_taskPatrol Not working ?

    I then get Error in expression <EP1", EAST] call BIS_fnc_spawnVehicle; [group _airSpawn1, getPos _vehicleambush,> Error position: <group _airSpawn1, getPos _vehicleambush,> Error group: Type Array, expected Object
  8. How can I work out if there are no Civilians within a marker area - civilians are created by ALICE and some put in by editor Thanks
  9. 1para{god-father}

    BIS Module Improvement Project

    Hi Wolffy, Have been playing around with the "alice2_traffic.fsm" this but still no Joy could you point me in the correct directions ? I need to add execVM "carbomb.sqf" to the INI when the vehicle is spawned but just cannot get it working. Thanks
  10. 1para{god-father}

    Work out if No civilians left

    ohhh nice 1 that done the Job ! What would be the best way to check say every 30 sec and exit if 0 and will it be any performance drop in doing this every 30 sec , it will be for a MP mission Many thanks ! BTW did you ever finish your ParaReinforce - with Armour drops ?
  11. 1para{god-father}

    Work out if No civilians left

    Thanks, how would I run that? , I would like to run it from a script rather than from the editor in a trigger, as the maker will be a random place on the map.
  12. 1para{god-father}

    Work out if No civilians left

    It will be a ellipse marker
  13. I need to delete a group once I complete a task even if they are still alive. I normaly use the following to delete a group once dead but how can I delete them even if they are still alive ? _grpbuild1 spawn { _units = units _this; waitUntil {sleep 2; ({alive _x} count _units) == 0}; {deleteVehicle _x} foreach _units; deleteGroup _this; };
  14. 1para{god-father}

    Lock Vehicle by Side ?

    As usual you are the MAN !
  15. I have 5 groups with Team leaders in each Group (MP) would I need to syn it to each Group or just 1 group fot it to work ? Also does everyone need to have the addon or is it server side ?
  16. Another Idea would be to have civis that drive around with Car Bombs that will set off if not searched?
  17. 1para{god-father}

    BIS Module Improvement Project

    Many thanks, This is a little over my head but I presume I would need to add this to the vehicle spawn ? Any help suggestion on where I would add / change the code to add carbomb.sqf to each vehicle that is spawned. class Spawn_Car { name = "Spawn_Car"; init = /*%FSM<STATEINIT""">*/"_classlist = _logic getvariable ""ALICE_classes"";" \n "_classlistVehicles = _logic getvariable ""ALICE_classesVehicles"";" \n "_classVehicle = _classlistVehicles call bis_fnc_selectrandom;" \n "_destination = _neighbors call bis_fnc_selectrandom;" \n "" \n Many thanks !
  18. 1para{god-father}

    BIS Module Improvement Project

    OK have this all working and it is great ! If I wanted to add something into the INI of just cars that Drive where would I look ? I normally have this set in the SIVILE module which works great but I only want to add this into cars that are driving. So it will turn driving cars into car bombs, not the stationary one. BIS_silvie_mainscope setvariable ["vehicleInit",{[_this] execVM "carbomb.sqf";_this lock true}];
  19. 1para{god-father}

    BIS Module Improvement Project

    Many thanks, I got Civi's spawning in now when I create the townlist using your Module , as ALICE is NOT compatible yet, but the cars and drivers do not spawn in. If i place the SIVILE module down and use your code the vehicles spawn in but no drivers , even when i set the distance to 3K is it just because it is not set up yet for Alice ? Is there a way to force drivers, as I really would like to have a lot of cars driving around to make it more realistic
  20. 1para{god-father}

    BIS Module Improvement Project

    Is there a way to get this to work on Tigeria ?
  21. Is ACRE compatible with any Island ? or do some not work ?
  22. Thanks for the reply , it would look good to have some Civi's walking around and driving as that would add to the atmosphere BTW love the map a lot !
  23. 1para{god-father}

    Parameters with Revive options

    Ahhhh great thanks that worked !!!!
  24. In my parameters I need to have a setting for Medic only Revives and the ability to turn it on / off for a game using Norrin Revive I can so all the other setting bleeding medic packs etc.. but not sure how i can use that to change class ? Description.exe ////parm 21////////////// class MedicOnly { title = "Medic Only:"; values[] = {0,1}; default = 1; texts[] = {"No","Yes"}; }; Norrin Revive INI _can_revive "BAF_Soldier_Medic_W"; //array no.18 BAF_Soldier_Medic_MTP Values I need to use are:- BAF_Soldier_Medic_W soldierWB Any help would be appreciated
  25. 1para{god-father}

    Parameters with Revive options

    In the norrin revive script you can set who can revive i.e Medic's only or anyone, basically I would like to be able to change it when I start a mission i.e from the parameters in Descriptions. Hence how can i use Parameter with _can_revive = "BAF_Soldier_Medic_W"; //array no.18 as i thought it will only return numbers ? i.e if i use _can_revive = (paramsArray select 21) /// see first post Norrin revie.init /* CO & OA REVIVE SCRIPT © OCTOBER 2010 - norrin (simonnsl@iprimus.com.au) Version: 0.50 ArmA2 ******************************************************************************************************* See release notes for details on contributors and instructions for incorporating revive scripts into your own missions ************************************************************************************ Start revive_init.sqf */ // ===================================================================================================================== // DO NOT MODIFY THIS CODE // ===================================================================================================================== // sickboy's code modified by _xeno T_INIT = false; T_Server = false; T_Client = false; T_JIP = false; T_MP = (if (playersNumber east + playersNumber west + playersNumber resistance + playersNumber civilian > 0) then {true} else {false}); if (isServer) then { T_Server = true; if (!isNull player) then {T_Client = true}; T_INIT = true; } else { T_Client = true; if (isNull player) then { T_JIP = true; [] spawn {waitUntil {!isNull player};T_INIT = true}; } else { T_INIT = true; }; }; waitUntil {T_INIT}; // ===================================================================================================================== // THE FOLLOWING CODE CAN BE MODIFIED // ===================================================================================================================== // GENERAL REVIVE OPTIONS (Off = 0, On = 1) _mission_end_function = 0; //array no.0 - mission ends when all players are unconscious _call_out_function = 1; //array no.6 - whether a unit calls out while unconscious _water_dialog = 1; //array no.45 - whether a dialog appears when a unit dies in water so that it can auto wash ashore _unconscious_drag = 1; //array no.39 - whether a unit can drag the bodies of unconscious players _load_wounded = 1; //array no.61 - allows you to load unconscious units on vehicles _altUnc_animation = 0; //array no.54 - use alternate revive animation _JIP_spawn_dialog = 0; //array no.2 - whether a dialog appears when a player JIP so that he can be transported to a spawn point near the action _time_b4_JIP_spawn_dialog = 10000; //array no.17 - time before the respawn dialog appears for JIP players _perpetual_server = 0; //array no.62 - NOT IMPLEMENTED _ACE_mod = 0; //array no.102 - NOT IMPLEMENTED - Currently a place holder for possible future functionality // ================================================================== // LIST OF PLAYABLE UNITS //NORRN_player_units = playableUNits; NORRN_player_units = [s1,s2,s3,s4,s5,s6,s7,s8,s9,s10,s11,s12,s13,s14,s15,s16,s17,s18,s19,s20,s21,s22,s23,s24,s25,s26,s27,s28,s29,s30,s31,s32,s33,s34]; // ================================================================== // WELCOME SCREEN //titleText ["Joining the Revive Test Mission\n\n(Make sure you check the mission notes for details on how the scripts work\nand the revive_readMe in the attached pdf file for the full notes on implementing \nthe scripts in your own missions and the options available)", "BLACK FADED", 0.6]; // This next line can be commented out or removed if it interferes with intro movies // ================================================================== // REVIVE OPTIONS _max_respawns = (paramsArray select 1); //array no.38 - Number of lives per unit _JIP_respawns = [0,0]; //array no.63 - 0 - off or the number of lives players receive when they join in progress , JIP time after the mission starts _revive_timer = 1; //array no.7 - Whether you want to limit the amount of timer a player has while unconscious _revive_time_limit = 300; //array no.27 - Amount of time a player remains unconscious before respawning or dying _revive_damage = 0; //array no.37 - Unit's level of damage following revive _unconscious_markers = 1; //array no. 4 - Whether a marker appears on the game map at the location of the unconscious unit _caseVAC = [1, ["MASH"]]; //array no.64 - Allows units to be taken to a hospital etc to be revived _mediVAC = []; //array no.65 - NOT IMPLEMENTED _chance_ofDeath = [0,0]; //array no.66 - Two parameters in the array the first switches off/on (0/1) chance of death when shot, increases dues to hit location and number of times revived and the second parameter switches on/off the decreasing respawn timer based on how many times you have been revived, if using set respawn-time to at least 300 seconds. _dualTimer = 0; //array no.67 - NOT IMPLEMENTED - normal units can only revive for eg 30 seconds whereas medics can heal players up to 120 secs - array - [0/1 - off/on, revive timer for normal unit, timer for medic] _deadSpectator_cam = 1; //array no.92 - leave as 0 - whether a unit can spectate other friendly units when it has run out of lives // ================================================================== // RESPAWN OPTIONS _no_respawn_points = 2; //array no.12 - no of respawn points (Max number 4) _Base_1 = "Mobile"; //array no.13 - spawn position names _Base_2 = "Base"; //array no.14 _Base_3 = ""; //array no.15 _Base_4 = ""; //array no.16 _Base_free_respawn = [1,1,0,0]; //array no.36 - select whether to allow respawning at spawn points even if enemy troops are present (options OFF = 0, ON = 1) _respawn_at_base_addWeapons = 0; //array no.11 - unit respawns with weapons it commenced the mission with _respawn_at_base_magazines = []; //array no.34 - If using the respawn_at_base_addWeapons option then place the magazine and weapon _respawn_at_base_weapons = []; //array no.35 types in the following arrays, if left blank respawns with weapons from mission start _respawn_position = 2; //array no.28 - 0 - respawn at base_1; 1 - the closest enemy free respawn point; 2 - players choice; and 3 - dies _respawnAtBaseWait = [0,0]; //array no.68 - Two parameters: 1st if = 1 makes players that respawn at base wait for (parameter 2) seconds before being able to see surroundings _objectiveBasedRP = []; //array no.69 - NOT IMPLEMENTED // Mobile Spawn Settings _mobile_spawn = 1; //array no.51 - set to 1 if you want to use mobile spawn //_mobile_base_start = "Insertion"; //array no.52 - NO LONGER NEEDED, REDUNDANT VARIABLE _mobile_base2_start = ""; //array no.70 - NOT IMPLEMENTED _mobile_type = 1; //array no.60 - set as 0 - for vehicle and 1 for man _mobile_man = s31; //array no.53 - place name of unit here or if not used make sure set as objNull _mobile_man2 = objNull; //array no.71 - NOT IMPLEMENTED // ================================================================== // UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED _can_revive = "BAF_Soldier_Medic_W"; //array no.18 BAF_Soldier_Medic_MTP _can_revive_2 = ""; //array no.19 _can_revive_3 = ""; //array no.72 - NOT IMPLEMENTED _can_revive_4 = ""; //array no.73 - NOT IMPLEMENTED _can_be_revived = "soldierWB"; //array no.20 _can_be_revived_2 = ""; //array no.21 _can_be_revived_3 = ""; //array no.74 - NOT IMPLEMENTED _can_be_revived_4 = ""; //array no.75 - NOT IMPLEMENTED _medic_1 = "BAF_Soldier_Medic_W"; //array no.76 - Used in conjunction with medpacks and bleeding _medic_2 = ""; //array no.77 - Used in conjunction with medpacks and bleeding _medic_3 = ""; //array no.78 - NOT IMPLEMENTED _medic_4 = ""; //array no.79 - NOT IMPLEMENTED //======================================================== // MEDPACK AND BLEEDING OPTIONS _medpacks = 0; //array no.80 - Whether you want to give the units a limited number of revive kits 0/1 - no/yes _stabilisation = 0; //array no.81 - NOT IMPLEMENTED _bleeding = (paramsArray select 12); //array no.82 - Make units bleed and require bandages _medic_medpacks = (paramsArray select 13); //array no.83 - No of medpacks for units specified in the _medic variables - they are required for reviving units _unit_medpacks = (paramsArray select 14); //array no.84 - No of medpacks for units specified in the _can_revive variables - they are required for reviving units _medic_bandages = (paramsArray select 15); //array no.85 - Bandages stop bleeding _unit_bandages = (paramsArray select 16); //array no.86 - _medic_stable = 0; //array no.100 - NOT IMPLEMENTED _unit_stable = 0; //array no.101 - NOT IMPLEMENTED _stabTime_tillDeath = 0; //array no.87 - NOT IMPLEMENTED //Time until death following revive without stabilisation // ================================================================== // ENEMY SIDE TO PLAYABLE UNITS _no_enemy_sides = 1; //array no.22 - No of Enemy sides (0, 1 or 2). _enemy_side_1 = "EAST"; //array no.23 - Enemy sides can be "EAST", "WEST", "GUER" etc _enemy_side_2 = ""; //array no.24 _enemy_side_3 = ""; //array no.88 - NOT IMPLEMENTED _enemy_side_4 = ""; //array no.89 - NOT IMPLEMENTED // ================================================================== // FRIENDLY SIDE TO PLAYABLE UNITS _allied_side_1 = "WEST"; //array no.42 - Friendly sides can be "EAST", "WEST","RESISTANCE" etc. _allied_side_2 = "WEST"; //array no.43 - If all players are from the same side make sure you set the same side for both variables eg "WEST", "WEST" _allied_side_3 = ""; //array no.90 - NOT IMPLEMENTED _allied_side_4 = ""; //array no.91 - NOT IMPLEMENTED // ================================================================== // UNCONSCIOUS CAMERA OPTIONS _follow_cam = 1; //array no.5 - option to allow viewing of friendly units while unconscious _follow_cam_distance = 250; //array no.32 - the range that unconscious players can spectate friendly units _follow_cam_team = 1; //array no.44 - set to 1 if you wish unconscious players only to spectate players within NORRN_player_units array _top_view_height = 20; //array no.55 - allows you to set the top down camera height _visible_timer = 1; //array no.41 - view a cound-down timer while unconscious _unconscious_music = 0; //array no.46 - music must appear as unc_theme in music.hpp // ================================================================== // RESPAWN DIALOG OPTIONS _nearest_teammate_dialog = 0; //array no.3 - whether a respawn dialog appears when there are no players within this distance _all_dead_dialog = 0; //array no.1 - whether a respawn dialog appears when all players are unconscious (_all_dead_player = 1) _respawn_button_timer = 1; //array no.25 - Time until respawn button appears (0 = approx. 12 seconds), NB: Set to a high number like 100000 seconds if you do not want _distance_to_friend = 250; //array no.26 - If the closest friendly unit is further than this distance away trigger respawn dialog _all_dead_player = 0; //array no.56 _all_dead_distance = 10000; //array no.57 - whether a respawn dialog appears when all players within a specified distance are unconscious (_all_dead_player = 1) // ================================================================== // Bonus life for aiding team mates function _reward_function = 1; //array no.96 - specify whether a unit receives bonus lives for reviving other players _revives_required = 1; //array no.97 - Number of revives required before recieving a bonus life // ================================================================== // Team kill function _team_kill_function = 1; //array no.98 - specify whether a unit loses a life for killing team mates _no_team_kills = 1; //array no.99 - Number of teamkills before punishment // ================================================================== // CONFIGURABLE OPTIONS FOR HEAL YOURSELF FUNCTION _heal_yourself = (paramsArray select 10); //array no.8 - whether a unit can heal damage to itself _no_of_heals = (paramsArray select 11); //array no.29 - Number of heals that each player gets during a mission _lower_bound_heal = 0.1; //array no.30 - The damage level range between which the heal action becomes available _upper_bound_heal = 0.8; //array no.31 // ================================================================== // AI REVIVE BEHAVIOUR OPTIONS _goto_revive = 1; //array no. 9 - closest AI automatically moves to revive a downed team mate _AI_smoke = 1; //array no. 40 - if available reviving AI throws smoke on downed AI position _AI_aware = 1; //array no. 49 - AI will clear an enemy units it is aware of before auto reviving _AI_cover = 1; //array no. 50 - second AI unit moves with AI reviver to give cover _AI_dismount = 0; //array no. 58 - toggles ability of reviving AI units to dismount vehicles (1 = dismount) _call_for_AI_help = 1; //array no. 59 - allows AI units to call for help _goto_revive_distance = 500; //array no. 33 - distance AI units will move to revive a downed team mate // ================================================================== // OPTIONS FOR PLAYER'S DEAD BODIES AND EQUIPMENT - Additional revive functions with many thanks to alef (0 - off, 1 - on except for _bury_timeout) _drop_weapons = 0; //array no.93 - should the respawned player drop his weapons where he died? _cadaver = 0; //array no.94 - should the respawned player's body remain there? _bury_timeout = 10; //array no.95 - if drop weapons OR player body, how long before the body is buried? // 0=maximum (1200s) , n=seconds up to 1200s (hard coded) // ================================================================== // USER CODE - eg. NORRNCustonexec1="execvm ""myscript.sqf"";hint ""myoutput"";" NORRNCustomExec1 ="";//"if (_name == s1) then {[s1,"lgb","cbuap","cbuat","cbumine","cas","helo","trans"] execVM ""airSup\airSupInit.sqf""};"; // Exec1 occurs following being revived NORRNCustomExec2 =""; // Exec2 occurs when you team kill NORRNCustomExec3 ="";//"if (_name == s1) then {addAction [localize "STR_MENUASM",""airSup\addMenu.sqf"",[], 5, false, false, "", "_target == player"]};";//"if (_name == s1) then {[s1,"lgb","cbuap","cbuat","cbumine","cas","helo","trans"] execVM ""airSup\airSupInit.sqf""};"; //="if (_name == s1) then {[slick1] execVM ""scripts\heloGoTo\heloGoTo_init.sqf""};"; // ="[slick1] execVM ""scripts\heloGoTo\heloGoTo_init.sqf"";"; // Exec3 occurs when you spawn at base NORRNCustomExec4 =""; // Exec4 occurs when you try and spawn at base but it is still occupied NORRNCustomExec5 =""; // Must use variables: MAP_r_rejoin (false - first time, // true - rejoining the server, and // MAP_r_no_lives - number of lives if you rejoin server) // ===================================================================================================================== // DO NOT MODIFY THE FOLLOWING CODE // ===================================================================================================================== NORRN_revive_array = []; NORRN_revive_array = [_mission_end_function,_all_dead_dialog,_JIP_spawn_dialog,_nearest_teammate_dialog,_unconscious_markers,_follow_cam,_call_out_function,_revive_timer, _heal_yourself,_goto_revive,_unconscious_invincibility,_respawn_at_base_addWeapons,_no_respawn_points,_Base_1,_Base_2,_Base_3,_Base_4,_time_b4_JIP_spawn_dialog, _can_revive,_can_revive_2,_can_be_revived,_can_be_revived_2,_no_enemy_sides,_enemy_side_1,_enemy_side_2,_respawn_button_timer,_distance_to_friend, _revive_time_limit,_respawn_position,_no_of_heals,_lower_bound_heal,_upper_bound_heal,_follow_cam_distance,_goto_revive_distance,_respawn_at_base_magazines, _respawn_at_base_weapons, _Base_free_respawn, _revive_damage, _max_respawns, _unconscious_drag,_AI_smoke,_visible_timer,_allied_side_1,_allied_side_2,_follow_cam_team, _water_dialog, _unconscious_music, _enemy_units_1, _enemy_units_2, _AI_aware,_AI_cover,_mobile_spawn,_mobile_base_start,_mobile_man,_altUnc_animation,_top_view_height, _all_dead_player,_all_dead_distance,_AI_dismount,_call_for_AI_help,_mobile_type,_load_wounded,_perpetual_server,_JIP_respawns,_caseVAC,_mediVAC,_chance_ofDeath,_dualTimer, _respawnAtBaseWait,_objectiveBasedRP,_mobile_base2_start,_mobile_man2,_can_revive_3,_can_revive_4,_can_be_revived_3,_can_be_revived_4,_medic_1,_medic_2,_medic_3,_medic_4, _medpacks,_stabilisation,_bleeding,_medic_medpacks,_unit_medpacks,_medic_bandages,_unit_bandages,_stabTime_tillDeath,_enemy_side_3,_enemy_side_4, _allied_side_3,_allied_side_4,_deadSpectator_cam,_drop_weapons,_cadaver,_bury_timeout,_reward_function,_revives_required,_team_kill_function,_no_team_kills,_medic_stable, _unit_stable, _ACE_mod]; // start related revive functions [] execVM "revive_sqf\init_related_scripts.sqf"; if (true) exitWith {}; //Last edited 17/08/09 //if (_name == player) then {[_name] execVM 'revive_sqf\rPrn.sqf'}
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