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Config changes and code speed
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@ -30,16 +30,16 @@ if (_this4 in ("missionList" call VEMFr_fnc_config)) then
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{
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private [
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"_grps","_s","_ccrcy","_mShk","_mSpd","_stmna","_sptDst","_sptTme",
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"_crge","_rldSpd","_cmmndng","_gnrl","_notTheseHouses","_gdHss","_nHss","_cl50s","_nts"
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"_crge","_rldSpd","_cmmndng","_gnrl","_gdHss","_nHss","_cl50s","_nts"
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];
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_r = [[],[]];
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_grps = [];
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_s = [["aiSkill", ([["aiSkill"],["difficulty"]] call VEMFr_fnc_config) select 0],["accuracy","aimingShake","aimingSpeed","endurance","spotDistance","spotTime","courage","reloadSpeed","commanding","general"]] call VEMFr_fnc_config;
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_s params ["_ccrcy","_mShk","_mSpd","_stmna","_sptDst","_sptTme","_crge","_rldSpd","_cmmndng","_gnrl"];
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_notTheseHouses = "housesBlackList" call VEMFr_fnc_config;
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_bad = ([["blacklists","buildings"],["classes"]] call VEMFr_fnc_config) select 0;
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_gdHss = [];
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{ // Filter the houses that are too small for one group
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if not(typeOf _x in _notTheseHouses) then
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if not(typeOf _x in _bad) then
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{
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if ([_x, _this2] call BIS_fnc_isBuildingEnterable) then
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{
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@ -55,7 +55,7 @@ if (_this4 in ("missionList" call VEMFr_fnc_config)) then
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_nHss = true;
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};
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_cl50s = ([["DynamicLocationInvasion"],["cal50s"]] call VEMFr_fnc_config) select 0;
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_cl50s = ([["missionSettings","DynamicLocationInvasion"],["cal50s"]] call VEMFr_fnc_config) select 0;
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_nts = []; // Define units array. the for loops below will fill it with units
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for "_g" from 1 to _this1 do // Spawn Groups near Position
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@ -117,7 +117,7 @@ if (_this4 in ("missionList" call VEMFr_fnc_config)) then
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_hsPstns deleteAt (_hsPstns find _spwnPs);
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};
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_nt addMPEventHandler ["mpkilled","if (isDedicated) then { [[(_this select 0),(name(_this select 0))],[(_this select 1),(name(_this select 1))]] ExecVM 'a3_vemf_reloaded\sqf\aiKilled.sqf' }"];
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_nt addMPEventHandler ["mpkilled","if (isDedicated) then { [[(_this select 0),(name(_this select 0))],[(_this select 1),(name(_this select 1))]] ExecVM ('aiKilled' call VEMFr_fnc_scriptPath) }"];
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// Set skills
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_nt setSkill ["aimingAccuracy", _ccrcy];
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