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* mija changes (#7) mijas changes * separate players into their own groups * fix some leftover typos and sort actions by priority Co-authored-by: mija <i.see.living.people@gmail.com>
59 lines
1.6 KiB
Plaintext
59 lines
1.6 KiB
Plaintext
//diag_log format["loadSquad called, _this: %1", _this];
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private _vehicle = _this select 0;
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private _squad = _this select 1;
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private _fromTaskId = _this select 2;
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private _pilot = driver _vehicle;
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private _side = side _squad;
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private _squadCmdr = (units _squad) select 0;
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private _vertical = getPosATL leader _squad select 2;
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{
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_x assignAsCargo _vehicle;
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_x disableAI "TARGET";
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_x disableAI "AUTOTARGET";
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} foreach units _squad;
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if (_vertical > 3) then
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{
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[_squadCmdr, format["%1, please standby as we're loading up.", name _pilot]] remoteExec ["sideChat", _side];
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sleep 2.3;
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{
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sleep 1.4;
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_x moveInCargo _vehicle;
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} forEach units _squad;
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}
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else
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{
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{
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[_x] ordergetin true;
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} forEach units _squad;
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private _wp = _squad addwaypoint [_vehicle, 5, 1];
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_wp setwaypointType "GETIN";
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[_squadCmdr, format["%1, please standby as we're loading up.", name _pilot]] remoteExec ["sideChat", _side];
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};
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scopeName "main";
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while {true} do
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{
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scopeName "loadingLoop";
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//diag_log format["loadSquad: ticking %1", _this];
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if ({alive _x} count units _squad == 0) then
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{
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// Everybody died before boarding :(
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[_fromTaskId, "FAILED" ,true] spawn BIS_fnc_taskSetState;
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breakOut "loadingLoop";
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};
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if ({alive _x} count units _squad == {(_x in _vehicle) && (alive _x)} count units _squad) then
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{
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// Boarded
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[_fromTaskId, "SUCCEEDED" ,true] spawn BIS_fnc_taskSetState;
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breakOut "loadingLoop";
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};
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sleep 2;
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};
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[_squadCmdr, format["%1, everyone is onboard, you're clear to lift off", name _pilot]] remoteExec ["sideChat", _side];
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//diag_log format["loadSquad done, _this: %1", _this];
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