//null = [target, [positionA, positionB, positionC...], previousLocation] execVM "createObj.sqf"; waitUntil {!(isNil "missionInitComplete")}; target = _this select 0; lzLocs = _this select 1; prevLZ = _this select 2; lzLoc = (lzLocs - [prevLZ]) call BIS_fnc_SelectRandom; tsk1 = target createSimpleTask ["NextLZ"]; tsk1 setSimpleTaskDescription ["Fly to and land at the next LZ", "Next LZ", "LZ"]; tsk1 setSimpleTaskDestination (getPos lzLoc); target setCurrentTask tsk1; trg = createTrigger["EmptyDetector",getPos lzLoc]; trg setTriggerArea[2000,300,0,false]; trg setTriggerActivation["WEST","PRESENT",false]; trg setTriggerTimeout [2.5, 2.5, 2.5, true]; trg setTriggerStatements["(vehicle target != target) && ((vehicle target) in thislist) && (isTouchingGround (vehicle target))", "null = [trg, tsk1, target, lzLoc, lzLocs] execVM 'landingComplete.sqf'", ""]; null = [(getPos lzLoc), target] execVM 'createSquad.sqf'; //Make the LZ hot if the roll demands it if ((random 1) < hotLZChance) then { null = [(getPos lzLoc)] execVM 'enemySquad.sqf'; }; if ((random 1) < AAChance) then { null = [(getPos lzLoc)] execVM 'AASquad.sqf'; }; landingComplete = false; if (bSmoke) then { null = [(getPos lzLoc)] execVM 'spawnSmoke.sqf'; };