Fixed issues with vehicles not spawning on mission respawn

This was caused by overwriting of missing data and solved by making  a local copy of _missionPatrolVehicles.
This commit is contained in:
Chris Cardozo
2020-10-01 11:02:22 -04:00
parent e92ac2a1bc
commit 37a370bea7

View File

@ -22,22 +22,22 @@ if (_backpacks isEqualTo []) then {_backpacks = [_skillAI] call blck_fnc_sele
if (_weaponList isEqualTo []) then {_weaponList = [_skillAI] call blck_fnc_selectAILoadout};
if (_sideArms isEqualTo []) then {[_skillAI] call blck_fnc_selectAISidearms};
private["_vehGroup","_vehiclePatrolSpawns""_missiongroups","_vehiclePatrolSpawns","_vehicle","_spawnPos","_return"];
private _vehicles = [];
private _missionAI = [];
private _abort = false;
private _patrolsThisMission = +_missionPatrolVehicles;
private["_vehGroup","_vehiclePatrolSpawns","_missionAI","_missiongroups","_vehicles","_return","_vehiclePatrolSpawns","_vehicle","_return","_abort","_spawnPos","_v"];
_vehicles = [];
_missionAI = [];
_abort = false;
if (_missionPatrolVehicles isEqualTo []) then
if (_patrolsThisMission isEqualTo []) then
{
_useRelativePos = false;
_vehiclePatrolSpawns = [_coords,_noVehiclePatrols,45,60] call blck_fnc_findPositionsAlongARadius;
{
_v = [_skillAI] call blck_fnc_selectPatrolVehicle;
_missionPatrolVehicles pushBack [_v, _x];
private _v = [_skillAI] call blck_fnc_selectPatrolVehicle;
_patrolsThisMission pushBack [_v, _x];
}forEach _vehiclePatrolSpawns;
};
#define configureWaypoints false
{
if (_useRelativePos) then
@ -46,7 +46,7 @@ if (_missionPatrolVehicles isEqualTo []) then
} else {
_spawnPos = _x select 1;
};
_vehicle = _x select 0;
private _vehicle = _x select 0;
_vehGroup = [blck_AI_Side,true] call blck_fnc_createGroup;
_patrolVehicle = objNull;
@ -67,7 +67,8 @@ if (_missionPatrolVehicles isEqualTo []) then
} else {
_abort = true;
};
} forEach _missionPatrolVehicles;
} forEach _patrolsThisMission;
if !(_abort) then
{
blck_monitoredVehicles append _vehicles;