destination pos for paratroopers in battlegroup
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@ -46,7 +46,7 @@ if !(_spawn_marker isEqualTo "") then {
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if ((_x in opfor_troup_transports) && ([] call F_opforCap < GRLIB_battlegroup_cap)) then {
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if (_vehicle isKindOf "Air") then {
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[_spawn_marker, _vehicle] spawn send_paratroopers;
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[([markerPos _spawn_marker] call F_getNearestBluforObjective) select 0, _vehicle] spawn send_paratroopers;
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} else {
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[_vehicle] spawn troup_transport;
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};
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@ -1,11 +1,17 @@
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params [
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["_targetsector", "", [""]],
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["_targetsector", "", ["",[]]],
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["_chopper_type", objNull, [objNull]]
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];
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private _targetpos = getMarkerPos _targetsector;
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private _spawnsector = ([sectors_airspawn, [_targetpos], {(markerpos _x) distance _input0}, "ASCEND"] call BIS_fnc_sortBy) select 0;
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if (_targetsector isEqualTo "") exitWith {};
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private _targetpos = _targetsector;
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if (_targetpos isEqualType "") then {
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_targetpos = getMarkerPos _targetsector;
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};
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private _spawnsector = ([sectors_airspawn, [_targetpos], {(markerpos _x) distance _input0}, "ASCEND"] call BIS_fnc_sortBy) select 0;
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private _newvehicle = objNull;
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private _pilot_group = grpNull;
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if (isNull _chopper_type) then {
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_chopper_type = selectRandom opfor_choppers;
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@ -13,17 +19,18 @@ if (isNull _chopper_type) then {
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_chopper_type = selectRandom opfor_choppers;
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};
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private _newvehicle = createVehicle [_chopper_type, markerpos _spawnsector, [], 0, "FLY"];
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_newvehicle = createVehicle [_chopper_type, markerpos _spawnsector, [], 0, "FLY"];
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createVehicleCrew _newvehicle;
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sleep 0.1;
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private _pilot_group = createGroup [GRLIB_side_enemy, true];
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_pilot_group = createGroup [GRLIB_side_enemy, true];
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(crew _newvehicle) joinSilent _pilot_group;
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_newvehicle addMPEventHandler ["MPKilled", {_this spawn kill_manager}];
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{_x addMPEventHandler ["MPKilled", {_this spawn kill_manager}];} forEach (crew _newvehicle);
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} else {
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_newvehicle = _chopper_type;
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_pilot_group = group _newvehicle;
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};
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private _para_group = createGroup [GRLIB_side_enemy, true];
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@ -80,7 +87,7 @@ _pilot_group setCurrentWaypoint [_para_group, 1];
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_newvehicle flyInHeight 100;
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waitUntil {sleep 1;
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!(alive _newvehicle) || (damage _newvehicle > 0.2 ) || (_newvehicle distance _targetpos < 400 )
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!(alive _newvehicle) || (damage _newvehicle > 0.2 ) || (_newvehicle distance _targetpos < 400)
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};
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_newvehicle flyInHeight 100;
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