/**************************************************************** File: UPSMON_doCreateMine.sqf Author: MONSADA Description: Parameter(s): Returns: ****************************************************************/ private ["_minetype","_soldier","_position","_currPos","_minemag"]; _soldier = _this select 0; _grp = _this select 1; _position = [(_this select 2) select 0,(_this select 2) select 1,0]; _currPos = _this select 3; _minemag = _this select 4; if (isnil "_soldier") exitWith {}; _muzzle = ""; switch (_minemag) do { case "SatchelCharge_Remote_Mag": { _muzzle = "SatchelChargeMuzzle"; }; case "DemoCharge_Remote_Mag": { _muzzle = "DemoChargeMuzzle"; }; }; //If not is Man or dead exit if (!alive _soldier || !canstand _soldier) exitwith {}; _soldier domove _position; _soldier disableAI "AUTOTARGET"; _soldier disableAI "TARGET"; _soldier setDestination [_position, "LEADER PLANNED", true]; _soldier forcespeed 100; if (!isnil "_soldier") then { waituntil {unitReady _soldier || moveToCompleted _soldier || moveToFailed _soldier || !alive _soldier || !canstand _soldier || ((getposATL _soldier) vectordistance _position <= 10)} }; if (moveToFailed _soldier || !alive _soldier || _soldier != vehicle _soldier || !canmove _soldier) exitwith {}; //Crouche //_soldier playMove "ainvpknlmstpslaywrfldnon_1"; sleep 0.5; if (isnil "_soldier") exitWith {}; if (!alive _soldier || !canstand _soldier) exitwith {}; _soldier playActionNow "PutDown"; _soldier selectWeapon _muzzle; _soldier fire [_muzzle, _muzzle, _minemag]; //Prepare mine //_soldier playMoveNow "AinvPknlMstpSlayWrflDnon_medic"; sleep 1; if (alive _soldier) then { _soldier Domove _currPos; waituntil {_position vectordistance (getposATL _soldier) >= 50 || !alive _soldier || !canmove _soldier}; If (alive _soldier) then { _soldier enableAI "AUTOTARGET"; _soldier enableAI "TARGET"; _soldier forcespeed -1; _soldier action ["TOUCHOFF", _soldier]; _soldier dofollow (leader (group _soldier)); }; }; //Return to formation if (isnil "_soldier") exitWith {};