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