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dist had better task getter
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@ -1,5 +1,5 @@
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diag_log format["ejectSquad called, _this: %1", _this];
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private _lz = _this select 0
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private _lz = _this select 0;
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private _vehicle = _this select 1;
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private _squad = _this select 2;
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private _fromTaskId = _this select 3;
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@ -10,14 +10,14 @@ deleteWaypoint [_squad,1];
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{unAssignVehicle _x} forEach units _squad;
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{_x enableAI "TARGET"; _x enableAI "AUTOTARGET";} foreach units _squad;
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private wp = _squad addwaypoint [_lz,5,1];
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wp setwaypointType "MOVE";
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private _wp = _squad addwaypoint [_lz,5,1];
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_wp setwaypointType "MOVE";
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scopeName "main";
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while {true} do
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{
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scopeName "ejectloop";
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if (((_x in _vehicle) && (alive _x)} count units _group) == 0) then
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if (({(_x in _vehicle) && (alive _x)} count units _group) == 0) then
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{
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// No squad units left alive inside
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[_fromTaskId, "SUCCEEDED" ,true] spawn BIS_fnc_taskSetState;
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@ -8,7 +8,7 @@ createDropoffLZ = compile preProcessfile "createDropoffLZ.sqf";
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createSquad = compile preProcessfile "createSquad.sqf";
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createEnemySquads = compile preProcessfile "createEnemySquads.sqf";
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loadSquad = compile preProcessfile "loadSquad.sqf";
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//ejectSquad = compile preProcessfile "ejectSquad.sqf";
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ejectSquad = compile preProcessfile "ejectSquad.sqf";
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deleteSquads = compile preProcessfile "deleteSquads.sqf";
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playerVehicleInList = compile preProcessfile "playerVehicleInList.sqf";
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