Removed vehicle explosion chance script for convoy ambush
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b3b6791119
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@ -1,17 +0,0 @@
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params [ "_veh" ];
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if ( _veh isKindOf "Tank" || _veh isKindOf "Air" ) then {
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waitUntil {
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sleep 10;
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!(alive _veh) || ( { alive _x } count (crew _veh) == 0)
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};
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if ( random 100 < 80 ) then {
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sleep 10;
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if ( (alive _veh) && ( { alive _x } count (crew _veh) == 0) ) then {
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_veh setdamage 1;
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};
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};
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};
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@ -5,7 +5,6 @@ add_civ_waypoints = compileFinal preprocessFileLineNumbers "scripts\server\ai\ad
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add_defense_waypoints = compileFinal preprocessFileLineNumbers "scripts\server\ai\add_defense_waypoints.sqf";
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battlegroup_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\battlegroup_ai.sqf";
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building_defence_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\building_defence_ai.sqf";
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csat_abandon_vehicle = compileFinal preprocessFileLineNumbers "scripts\server\ai\csat_abandon_vehicle.sqf";
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patrol_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\patrol_ai.sqf";
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prisonner_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\prisonner_ai.sqf";
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troup_transport = compileFinal preprocessFileLineNumbers "scripts\server\ai\troup_transport.sqf";
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@ -4,7 +4,6 @@ add_civ_waypoints = compileFinal preprocessFileLineNumbers "scripts\server\ai\ad
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add_defense_waypoints = compileFinal preprocessFileLineNumbers "scripts\server\ai\add_defense_waypoints.sqf";
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battlegroup_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\battlegroup_ai.sqf";
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building_defence_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\building_defence_ai.sqf";
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csat_abandon_vehicle = compileFinal preprocessFileLineNumbers "scripts\server\ai\csat_abandon_vehicle.sqf";
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patrol_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\patrol_ai.sqf";
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prisonner_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\prisonner_ai.sqf";
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troup_transport = compileFinal preprocessFileLineNumbers "scripts\server\ai\troup_transport.sqf";
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@ -13,9 +13,9 @@ private _convoy_destinations = [];
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private _spawnpos = _convoy_destinations select 0;
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[4, _spawnpos] remoteExec ["remote_call_intel"];
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private _scout_vehicle = [ [ _spawnpos, 30, 0 ] call BIS_fnc_relPos, opfor_mrap, true, false, false ] call F_libSpawnVehicle;
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private _escort_vehicle = [ [ _spawnpos, 10, 0 ] call BIS_fnc_relPos, opfor_vehicles_low_intensity call BIS_fnc_selectRandom, true, false, false ] call F_libSpawnVehicle;
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private _transport_vehicle = [ [ _spawnpos, 10, 180 ] call BIS_fnc_relPos, opfor_ammobox_transport, true, true, false ] call F_libSpawnVehicle;
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private _scout_vehicle = [ [ _spawnpos, 30, 0 ] call BIS_fnc_relPos, opfor_mrap, true, false ] call F_libSpawnVehicle;
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private _escort_vehicle = [ [ _spawnpos, 10, 0 ] call BIS_fnc_relPos, opfor_vehicles_low_intensity call BIS_fnc_selectRandom, true, false ] call F_libSpawnVehicle;
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private _transport_vehicle = [ [ _spawnpos, 10, 180 ] call BIS_fnc_relPos, opfor_ammobox_transport, true, false ] call F_libSpawnVehicle;
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private _boxes_amount = 0;
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{
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@ -2,7 +2,6 @@ params [
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"_sectorpos",
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"_classname",
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[ "_precise_position", false ],
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[ "_disable_abandon", false ],
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[ "_random_rotate", true ]
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];
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@ -53,10 +52,6 @@ sleep 0.1;
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_newvehicle allowdamage true;
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_newvehicle setdamage 0;
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if ( !_disable_abandon ) then {
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[ _newvehicle ] spawn csat_abandon_vehicle;
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};
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if (KP_liberation_debug) then {private _text = format ["[KP LIBERATION] [DEBUG] Done Spawning vehicle %1 at %2 - Owner: %3", _classname, time, debug_source];_text remoteExec ["diag_log",2];};
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_newvehicle
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@ -175,6 +175,7 @@ class Missions
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* Added: Reputation gain for liberated sectors.
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* Added: Automatic server restart script for dedicated servers. Thanks to [k4s0](https://github.com/k4s0)
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* Removed: Liberation skill handling of AI units, as BI do this good enough now concerning wounds, etc.
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* Removed: Vehicle explosion chance script for convoy ambush.
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* Tweaked: Terrain aligment will be persistent during repeat building of objects (like walls). Thanks to [veteran29](https://github.com/veteran29)
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* Tweaked: Some reordering of UI elements.
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* Tweaked: Localization support for the extended options menu. Thanks to [nercon](https://github.com/nercon)
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