//null = [trigger, task, player, previousLocation, locations] execVM "landingComplete.sqf"; _trg = _this select 0; _tsk = _this select 1; landedTarget = _this select 2; prevLZ = _this select 3; locs = _this select 4; vehiclePlayer = vehicle landedTarget; deletevehicle _trg; _tsk setTaskState "SUCCEEDED"; hint 'Landing successful!'; _squadCount = count squadArray; _enemyCount = count enemyArray; null = [(squadArray select _squadCount - 1), vehiclePlayer] execVM 'ejectSquad.sqf'; if (_enemyCount > 1) then { null = [(enemyArray select 0), "east"] execVM "deleteSquad.sqf"; }; if (_squadCount > 1) then { null = [(squadArray select 0), "west"] execVM "deleteSquad.sqf"; }; landingComplete = true; landedTarget removeSimpleTask _tsk; null = [vehiclePlayer, (squadArray select _squadCount -1)] execVM "loadSquad.sqf"; trgLoaded = createTrigger["EmptyDetector",getPos lzLoc]; trgLoaded setTriggerArea[40,5,0,false]; trgLoaded setTriggerActivation["NONE","PRESENT",false]; trgLoaded setTriggerTimeout [3, 3, 3, true]; trgLoaded setTriggerStatements["squadLoaded", "null = [landedTarget, locs, prevLZ] execVM 'createObj.sqf'; hint 'Fly to the next LZ!';", ""];