Units on / under water spawn with proper gear.
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@ -186,7 +186,12 @@ for "_i" from 1 to (count blck_activeMissionsList) do
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if !(_scubaGroupParameters isEqualTo []) then
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if !(_scubaGroupParameters isEqualTo []) then
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{
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{
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_temp = [_coords, _minNoAI,_maxNoAI,_noAIGroups,_scubaGroupParameters,_difficulty,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms,_isScubaMission] call blck_fnc_spawnMissionAI;
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//_umsUniforms = blck_UMS_uniforms;
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//_umsHeadgear = blck_UMS_headgear;
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//_umsWeapons = blck_UMS_weapons;
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//_umsVests = blck_UMS_vests;
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_temp = [_coords, _minNoAI,_maxNoAI,_noAIGroups,_scubaGroupParameters,_difficulty,blck_UMS_uniforms,blck_UMS_headgear,blck_UMS_vests,_backpacks,blck_UMS_weapons,_sideArms,true] call blck_fnc_spawnMissionAI;
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_temp params["_ai","_abort"];
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_temp params["_ai","_abort"];
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if (_abort) throw 1;
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if (_abort) throw 1;
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_blck_AllMissionAI append (_ai);
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_blck_AllMissionAI append (_ai);
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@ -63,7 +63,13 @@ if (_scuba) then
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_skin = "";
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_skin = "";
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_counter = 1;
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_counter = 1;
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_unit forceAddUniform (selectRandom _uniforms);
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if (surfaceIsWater (getPos _unit)) then
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{
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_uniforms = blck_UMS_uniforms;
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_headGear = blck_UMS_headgear;
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_weaponList = blck_UMS_weapons;
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_vests = blck_UMS_vests;
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};
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//Sets AI Tactics
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//Sets AI Tactics
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_unit enableAI "ALL";
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_unit enableAI "ALL";
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