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ShinShin

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Posts posted by ShinShin


  1. Is it possible to have the reinforcements come in and land at a marker area instead of being limited to the very center of that marker/position? and instead they pick a random location within that target marker/landing area?

    Say for instance, I run the reinforcements script and the pilots target landing location is a [100x300] marker (some sort of rectangle) and the pilot can land freely any where within that markers area.

    Suggestions/Wishes:

    1-Force AI to go back in to "SAFE" mode after being engaged or engaging someone within a delayed time period (say 1 minute or so), would this even be possible since "knowsAbout" is sorta hard-coded and you can't just up and change the value for the units?

    2-Give AI reinforcements the ability to land anywhere freely within target marker landing area instead of being limited to precisely the exact center of marker/or marker area. eg "Call BIS_fnc_selectRandom" with radius/marker area and all that good stuff


  2. Is it just me, or is it that every time I click "left-alt" my unit/player is transferred to where I clicked on the map with the "alt" key.

    If possible, could you make it so that the person using it does not get warped any where in anyway.

    anyways, great script!

    Okay, I JUST realized... I removed everything to your script and realized that I still got teleported while in the editor (I hadn't known they updated the game to have that function when in the editor) so please disregard this post. If anyone else is wondering that aswell... It's the game, not the scripting.

    But for a scripting suggestion I would change that key from "ALT" to something else this way there isn't any confusion.

    Thanks again for your work.


  3. conditions are stated with regular ()-brackets, code is stated with {}-brackets

    {if ((side _x == EAST) && (vehicle _x == _x)) then {YOURCODE}} foreach YOURARRAY;

    additionaly, i am not sure if "foreach _x" will work as it is not defined in your example.

    Yes, thanks for your Input and I will try it as you've stated.

    as for the "_x" part, that wasn't meant to be, was just fiddling around with it way before I made this thread and forgot to change it back to "allUnits;". Hehe :)

    Okay, tested your way and it's working great now. Thanks man, for such a small problem It was really frustrating me for the past 3 hours. lmao


  4. RPT is spitting this error out at me and I don't understand why.

    {
    if {(side _x == EAST) and (vehicle _x ==>
     Error position: <if {(side _x == EAST) and (vehicle _x ==>
     [color="#B22222"]Error if: Type code, expected Bool[/color]
    File C:\Users\KALEB\Documents\Arma 3 - Other Profiles\INDIANA\missions\Co13_OperationWhiteKnight.Altis\startUpInit.sqf, line 84

    But anyways, tried it your way and that's the result.


  5. Hey! Quick help/Question.

    I'm having a small bit of trouble now trying to get this bit of script to execute if the conditions are met/true.

    I'm wanting to execute this code only if the unit(s) are infantry & if they're a vehicle or in a vehicle then I want it to do nothing.

    [Status | Working] (10/29/2013 - 7:30AM)

    {
    if ((side _x == EAST) && (vehicle _x == _x)) then {
    	_x unassignItem "NVGoggles_OPFOR";
    	_x removeItem "NVGoggles_OPFOR";
    	_x addPrimaryWeaponItem "acc_flashlight";
    	_x enableGunLights "forceOn";
    	_x setBehaviour "SAFE";
    	_x setSkill ["aimingSpeed", 0.60];
    	_x setSkill ["endurance", 0.50];
    	_x setSkill ["courage", 0.60];
    	_x setSkill ["spotTime", 0.50];
    }
    } forEach allUnits;

  6. Btw, it can be like this too. Without the if check.

    _units = [unit1,unit2];
    {_x addEventHandler["fired", {[color=#ff0000]_this call TAG_fnc_suppressorCheck[/color]}];} Foreach _units; // add the EH only once, these are retained after death
    

    Also, you'd need to take that on the run yourself, and post here any problems. or unless someone with more knowledge would reply very soon, then you'd be all set 100%.

    You could apply the EH to the players group(s) when the player starts or joins the mission.

    Anything to shorten the length of the script it self +1 to that man.


  7. Alright, let me replace the line in the script with what you've given me and I'll get right back to you on the out come...

    ---------- Post added at 08:14 AM ---------- Previous post was at 08:03 AM ----------

    _playerUnits = [tom, bob, steve, rick];
    {_x addEventHandler["fired", {if (_this call TAG_fnc_suppressorCheck) then {hint "Shot Suppressed"}}];} forEach [color=#ff0000]_playerUnits[/color];
    

    Awesome man, it worked... now with it setup this way, do you know if this would be MP compatible or would I have to take that on a run for myself.

    S.N. I'll update the main post for any others who'd wish to use the script and reference the page.


  8. Alright, it runs fine the first go around. But I'm in the single player editor doing all of this so I don't know how that'd affect anything. But any who... I'm testing it out with a unit as player and shooting once and I get the hint. But when I switch my player to another editor placed unit which is just playable and shoot, I get nothing?? (That's how I'm testing if the script will work, if multiple players are the case). Ohh!! and so far it's only firing **ONCE**.


  9. Okay, hello!

    I've looked around for the past couple hours now while working on my mission too... and well, i'm quite stumped on this trick i'm wanting to pull for this script. So if anyone could help, awesome! any and all help will be greatly appreciated.

    anyways, here ya go...

    Question #1: "How do I run the script for each individual player"

    Questions #2: "How do I set a cool off timer for the script before it can run again for the individual player"

    to sum it up: ⇊ ⇊

    Basically what I'm saying is I want this script to do something along the lines of making/giving each individual player the ability to blow his own cover if he fires his weapon without a silencer. But I don't want it to be broadcast on the server, I only want it to broadcast per player/client. and for it to be possible multiple times hence for the cool off timer??

    Script:

    (Ran From within a "startUpInit.sqf" like [] execVM "checkWeapon.sqf")

    checkWeapon.sqf | Status: Working (10/28/2013 - 8:15 AM)

    replace anything in red with your own.

    if (!isDedicated) then { // run on clients
    waitUntil {!isNull player}; // waituntil player variable is valid to use
    _playerUnits = [[color="#FF0000"]variableName[/color], [color="#FF0000"]variableName[/color]];
    {_x addEventHandler["fired", {_this call TAG_fnc_suppressorCheck}];} Foreach _playerUnits; // add the EH only once, these are retained after death
    TAG_fnc_suppressorCheck = {   //store the code into a global variable only one time
    private ["_suppressor"];
    _weaponFired = _this select 1;
    _weaponItems = weaponsItems player;
    _suppressor = false;
    	{
    	if ((_weaponFired == _x select 0) && !((_x select 1) == "")) then {
    	_suppressor = true;
    	};
    
    	} forEach _weaponItems;
    
    	if (_suppressor) then { // don't need to check whether or not a shot was fired, as we already know one was fired because the fired EH went off, check if it's silenced though
    	hint "[color="#FF0000"]the shot was suppressed!![/color]";
    	} else {
    	hint "[color="#FF0000"]Shot not Suppressed[/color]";
    	};
    
    sleep 60;
    }; 
    };


  10. I updated the scripts so refer back to the main post to see where I'm at with things.

    Now with that being said,

    Quote from previous post...

    my goal is to have a side mission available about 3 to 5 minutes after the main objective is set in place
    I need help getting my Side Mission made about 800m to 1000m from the Main Mission Objective as well as getting the side Mission markers set as the side Missions position before hand. Basicly the starting point of generating the side mission. I can't figure it out, been up all night fiddling around and searching for alternative ways, but I'm tired now and finally decided to ask for help on it.

    (S.N.) Also, after the main objective is complete, I wish for It to run again and generate another main objective but NOT create another side mission until the current one is completed. and when the current side mission is complete, It too should then generate another side mission for the players.

    Thanks in advance..

    Scripts working with to accomplish thee above statement

    mainMission.sqf --> getSide_mission.sqf --> sideMissions.sqf


  11. Your confusing indentations of your code make it impossible to read, but you'd need to pass that marker to the second script somehow. Either make it a variable or just call getSideMissions.sqf from within mainMission.sqf without the whole wait for thing from initObjectives.sqf.

    [_mainMkr] execVM "Missions\getSide_Missions.sqf";
    

    Then within getSide_Missions.sqf:

    _mainMkr = _this select 0;
    

    ---------- Post added at 01:15 AM ---------- Previous post was at 12:33 AM ----------

    Here's your mainMission.sqf with proper indentation. Several parts were in the incorrect code blocks (marker alpha in the for loop instead of out of it) and the whole ending section was within the switch block but not a case block so probably wasn't even running.

    //	===============================
    //	Create Main Mission Objective
    //	Credits: INDIANA
    //	===============================
    
    aoMainUnits = [];
    
    //	===============================
    //	A1: Declare Vairables
    //	===============================
    
    center = createCenter East;
    private ["_towns","_randomTownPos","_mainMkr","_mainMkr2","_mainAO","_random","_randomPos","_spawnGroupMain"];
    
    //	===============================
    //	B1: Collect and Set Island Locations
    //	===============================
    
    _towns = nearestLocations [getPosATL player, ["NameCity","NameCityCapital","NameLocal","NameVillage"], 100000];
    _randomTownPos = position (_towns select (floor (random (count _towns))));
    
    //	===================================
    //	C1: Create Main AO Position
    //	===================================
    
    _mainMkr = createMarker ["mainMissionMkr", _randomTownPos];
    _mainMkr setMarkerAlpha 0;
    _mainMkr setMarkerBrush "SolidBorder";
    _mainMkr setMarkerColor "ColorOPFOR";
    _mainMkr setMarkerShape "ELLIPSE";
    _mainMkr setMarkerSize [500,500];
    
    _mainMkr2 = createMarker ["mainMissionMkr2", _randomTownPos];
    _mainMkr2 setMarkerAlpha 0;
    _mainMkr2 setMarkerText "Main Objective";
    _mainMkr2 setMarkerType "mil_warning";
    _mainMkr2 setMarkerColor "ColorBlack";
    _mainMkr2 setMarkerShape "ICON";
    _mainMkr2 setMarkerSize [1,1];
    
    //	===============================
    //	D1: Build Mission Objective Now
    //	===============================
    
    _mainAO = floor (random 3);
    
    switch (_mainAO) do {
    	//Choice 1
    	case 0:	//Generate Units at AO
    	{
    		_random = floor (random 4) + 1;	//Amount of groups
    
    		for "_i" from 0 to _random do {
    
    			_randomPos = [];
    
    			while {true} do {
       				_randomPos = [getMarkerPos "mainMissionMkr", (random 250) + 50, random 360] call BIS_fnc_relPos;
       				if (! (surfaceIsWater _randomPos)) exitWith {};
       			};
    
    			[[[getMarkerPos "mainMissionMkr", (random 250) + 50]],[],{!(surfaceIsWater _randomPos)}] call BIS_fnc_randomPos;
    
    			_spawnGroupMain = [_randomPos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call BIS_fnc_spawnGroup;
    			[_spawnGroupMain, getMarkerPos "mainMissionMkr", random 250 + 50] call BIS_fnc_taskPatrol;
    			_spawnGroupMain allowFleeing 0;
    
    			aoMainUnits = aoMainUnits + (units _spawnGroupMain);
    		};
    
    		_mainMkr setMarkerAlpha 1;
    		_mainMkr2 setMarkerAlpha 1;
    	};
    
    	//Choice 2
    	case 1: //Generate Units at AO
    	{
    		_random = floor (random 4) + 1;	//Amount of groups
    
    		for "_i" from 0 to _random do {
    
    			_randomPos = [];
    
    			while {true} do {
    
       				_randomPos = [getMarkerPos "mainMissionMkr", (random 250) + 50, random 360] call BIS_fnc_relPos;
       				if (! (surfaceIsWater _randomPos)) exitWith {};
       			};
    
    		[[[getMarkerPos "mainMissionMkr", (random 250) + 50]],[],{!(surfaceIsWater _randomPos)}]call BIS_fnc_randomPos;
    
    		_spawnGroupMain = [_randomPos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call BIS_fnc_spawnGroup;
    		[_spawnGroupMain, getMarkerPos "mainMissionMkr", random 250 + 50] call BIS_fnc_taskPatrol;
    		_spawnGroupMain allowFleeing 0;
    
    		aoMainUnits = aoMainUnits + (units _spawnGroupMain);
    
    		};
    
    		_mainMkr setMarkerAlpha 1;
    		_mainMkr2 setMarkerAlpha 1;
    
    	};
    
    	//Choice 3
    	case 2: //Generate Units at AO
    	{
    		_random = floor (random 4) + 1;	//Amount of groups
    
    		for "_i" from 0 to _random do {
    
    			_randomPos = [];
    
    			while {true} do {
    
       				_randomPos = [getMarkerPos "mainMissionMkr", (random 250) + 50, random 360] call BIS_fnc_relPos;
    
       				if (! (surfaceIsWater _randomPos)) exitWith {};
       			};
    
    			[[[getMarkerPos "mainMissionMkr", (random 250) + 50]],[],{!(surfaceIsWater _randomPos)}]call BIS_fnc_randomPos;
    
    			_spawnGroupMain = [_randomPos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call BIS_fnc_spawnGroup;
    			[_spawnGroupMain, getMarkerPos "mainMissionMkr", random 250 + 50] call BIS_fnc_taskPatrol;
    			_spawnGroupMain allowFleeing 0;
    
    			aoMainUnits = aoMainUnits + (units _spawnGroupMain);
    
    		};
    
    		_mainMkr setMarkerAlpha 1;
    		_mainMkr2 setMarkerAlpha 1;
    
    	};
    };
    
    [player, "taskMainMission", ["Eliminate Enemy Occupation", "Main Objective", "Area of Operation"], getMarkerPos "mainMissionMkr", true] call BIS_fnc_taskCreate;
    
    waitUntil {{alive _x} count units _spawnGroupMain == 0};
    
    ["taskMainMission", "Succeeded"] call BIS_fnc_taskSetState;
    sleep 180;
    

    Why the sleep 180 at the end? The script is done at that point, what were you trying to delay? I also fixed your task create so that it didn't reuse the name of a marker as the task name and actually showed the player where to go. :) Also had it check for a valid completion by killing the units of the group rather than the group object itself.

    Shit man, Thanks! that saved me a lot of time and scripting.

    Now i'll have to make those changes to the sideMissions.sqf

    ---------- Post added at 02:49 AM ---------- Previous post was at 02:42 AM ----------

    while {true} do {
       _randomPos = [getMarkerPos "mainMissionMkr", (random 250) + 50, random 360] call BIS_fnc_relPos;
       if (! (surfaceIsWater _randomPos)) exitWith {};
    };
    [[[getMarkerPos "mainMissionMkr", (random 250) + 50]],[],{!(surfaceIsWater _randomPos)}]call BIS_fnc_randomPos;

    There is no need for both these option i showed you in there just replace the above with just this one line

    _randomPos = [[[getMarkerPos "mainMissionMkr", (random 250) + 50]],[],{!(surfaceIsWater _this)}]call BIS_fnc_randomPos;

    As Kylania said you are using a local variable so side missions is not going to know what _mainMkr is , quick fix just change your _mainMkr to a global variable (remove the _). So then mainMkr will be a global variable available to all scripts.

    There are other problems with how you have set things out, Kylania has picked up on a few of them for you, the setMarkerAlpha could be put down with the set task as they are the same for all cases.

    As your waiting for your main mission to end before init does your side mission, your only ever going to get a side mission after you have already completed the main. (Unless this is what your actually going for?)

    Other things i would likely clean up is the towns locations, just do it once in your init there is no need to every time you create a main mission to re compile a list of locations.

    Your advice is true, I will change the town positions so that they are set once in a script for all to use.

    as for the side mission question, my goal is to have a side mission available about 3 to 5 minutes after the main objective is set in place?


  12. _sObjX = (position _mainMkr) select 0;

    That looks up the position of _mainMkr, but you never declare what that variable is before you try to use it in that script. In your main script you create a marker using the same local variable name, however getSide_Missions.sqf has absolutely no idea what the local variables from mainMission.sqf are.

    So what are you suggesting I do about it?

    Declare the marker again in the getSide_Missions.sqf?

    _mainMkr = getMarkerPos "mainMissionMkr";


  13. Okay, so I got all that stuff you guys mentioned fixed.

    Now my side objective is having trouble grabbing the position of the main objective in order to mark it's location in accordance to the main objectives location.

    I've played around with doing this to the line/syntax, but same error occurs, I guess im not understanding it.

    [color="#B22222"]
    _sObjX = (getMarkerPos _mainMkr) select 0;
    _sObjX = (getMarkerPos "mainMissionMkr") select 0;
    etc etc;[/color]
    

    and yeah, tried different variations of that, and nothing.

    but the (getSide_Mission.sqf) scripts calls on a variable that is within a separate script (mainMission.sqf)

    LOG:(Errors are highlighted in Red)

    [color="#696969"]control[CA_ValueIsland]: Unexpected control type [4]
    control[CA_ValueIsland]: Unexpected control type [4]
    control[CA_ValueName]: Unexpected control type [4]
    control[CA_ValueName]: Unexpected control type [4]
    control[CA_ValueNameScripted]: Unexpected control type [5]
    control[CA_ValueNameScripted]: Unexpected control type [5]
    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]
    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
    Attempt to override final function - bis_functions_list
    Attempt to override final function - bis_functions_listpreinit
    Attempt to override final function - bis_functions_listpostinit
    Attempt to override final function - bis_functions_listrecompile
    Attempt to override final function - bis_fnc_missiontaskslocal
    Attempt to override final function - bis_fnc_missionconversationslocal
    Attempt to override final function - bis_fnc_missionflow
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    Error in expression <[/color]
    =================================================
    [color="#B22222"]_sObjX = (getMarkerPos _mainMkr) select 0;
    _sObjY = (getMarkerP>
     Error position: <_mainMkr) select 0;
    _sObjY = (getMarkerP>
     Error Undefined variable in expression: _mainmkr
    File C:\Users\KALEB\Documents\Arma 3 - Other Profiles\INDIANA\missions\WorkInProgress.Altis\Missions\getSide_Missions.sqf, line 29[/color]
    =================================================
    [color="#696969"]control[CA_ValueIsland]: Unexpected control type [4]
    control[CA_ValueIsland]: Unexpected control type [4]
    control[CA_ValueName]: Unexpected control type [4]
    control[CA_ValueName]: Unexpected control type [4]
    control[CA_ValueNameScripted]: Unexpected control type [5]
    control[CA_ValueNameScripted]: Unexpected control type [5]
    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]
    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]
    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]
    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]
    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
    Attempt to override final function - bis_functions_list
    Attempt to override final function - bis_functions_listpreinit
    Attempt to override final function - bis_functions_listpostinit
    Attempt to override final function - bis_functions_listrecompile
    Attempt to override final function - bis_fnc_missiontaskslocal
    Attempt to override final function - bis_fnc_missionconversationslocal
    Attempt to override final function - bis_fnc_missionflow
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
    soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?[/color]
    =================================================
    [color="#B22222"]Error in expression <d"];
    _sObjX = (position _mainMkr) select 0;
    _sObjY = (position _>
     Error position: <_mainMkr) select 0;
    _sObjY = (position _>
     Error Undefined variable in expression: _mainmkr
    File C:\Users\KALEB\Documents\Arma 3 - Other Profiles\INDIANA\missions\WorkInProgress.Altis\Missions\getSide_Missions.sqf, line 29[/color]
    =================================================
    [color="#B22222"]Error in expression <d"];
    _sObjX = (position _mainMkr) select 0;
    _sObjY = (position _>
     Error position: <_mainMkr) select 0;
    _sObjY = (position _>
     Error Undefined variable in expression: _mainmkr
    File C:\Users\KALEB\Documents\Arma 3 - Other Profiles\INDIANA\missions\WorkInProgress.Altis\Missions\getSide_Missions.sqf, line 29[/color]
    =================================================

    ALSO... I Updated the main post with my current state of the scripts. Sorry for any confusion when helping.

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