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Parachutes for BaseAttack AI
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@ -45,7 +45,7 @@ if (_this isEqualType []) then
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if (_aiLaunchers isEqualTo 1) then
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{
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_launchers = _aiGear select 4;
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_launcherChance = ([["DynamicLocationInvasion"],["hasLauncherChance"]] call VEMFr_fnc_getSetting) select 0;
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_launcherChance = ([[_missionName],["hasLauncherChance"]] call VEMFr_fnc_getSetting) select 0;
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};
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{
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private ["_unit","_gear","_ammo"];
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@ -78,8 +78,14 @@ if (_this isEqualType []) then
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{
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if (_launcherChance isEqualTo 100 OR (ceil random (100 / _launcherChance) isEqualTo (ceil random (100 / _launcherChance)))) then
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{
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_gear = selectRandom _backpacks;
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_unit addBackpack _gear;
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if not(_missionName isEqualTo "BaseAttack") then
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{
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_gear = selectRandom _backpacks;
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_unit addBackpack _gear;
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} else
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{
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_unit addBackpack "B_Parachute";
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};
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private ["_ammo"];
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_gear = selectRandom _launchers;
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_unit addWeapon _gear;
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@ -157,8 +163,15 @@ if (_this isEqualType []) then
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_unit selectWeapon _rifle;
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_pistol = selectRandom _pistols;
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_unit addWeapon _pistol;
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_backpack = selectRandom _backpacks;
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_unit addBackPack _backpack;
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if not(_missionName isEqualTo "BaseAttack") then
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{
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_backpack = selectRandom _backpacks;
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_unit addBackPack _backpack;
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} else
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{
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_unit addBackpack "B_Parachute";
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};
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// Give this guy some ammo
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_givenAmmo = [_unit] call VEMFr_fnc_giveAmmo;
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@ -207,6 +220,11 @@ if (_this isEqualType []) then
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_pistol = selectRandom _pistols;
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_unit addWeapon _pistol;
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if (_missionName isEqualTo "BaseAttack") then
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{
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_unit addBackpack "B_Parachute";
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};
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// Give this guy some ammo
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_givenAmmo = [_unit] call VEMFr_fnc_giveAmmo;
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if not _givenAmmo then
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