Advertisement
Guest User

diag_activeSQFScripts

a guest
Dec 10th, 2018
92
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 39.05 KB | None | 0 0
  1. [["<spawn>while {TRUE} do {{BIS_WL_allWarlords pushBackUnique _x} forEach ((playableUnits + switchableUnits) s","A3\Functions_F_Warlords\Warlords\fn_WLVarsInit.sqf [BIS_fnc_WLVarsInit]",true,56],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  2. _sector = _this;
  3. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  4. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  5. _sector = _this;
  6. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  7. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,179],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  8. _sector = _this;
  9. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  10. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  11. _sector = _this;
  12. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  13. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,179],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  14. _sector = _this;
  15. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  16. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  17. _sector = _this;
  18. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  19. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  20. _sector = _this;
  21. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  22. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,179],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  23. _sector = _this;
  24. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  25. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  26. _sector = _this;
  27. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  28. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  29. _sector = _this;
  30. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  31. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  32. _sector = _this;
  33. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  34. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  35. _sector = _this;
  36. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  37. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  38. _sector = _this;
  39. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  40. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  41. _sector = _this;
  42. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  43. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  44. _sector = _this;
  45. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  46. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  47. _sector = _this;
  48. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  49. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  50. _sector = _this;
  51. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  52. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  53. _sector = _this;
  54. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  55. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  56. _sector = _this;
  57. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  58. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  59. _sector = _this;
  60. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  61. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  62. _sector = _this;
  63. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  64. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  65. _sector = _this;
  66. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  67. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  68. _sector = _this;
  69. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  70. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  71. _sector = _this;
  72. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  73. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  74. _sector = _this;
  75. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  76. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  77. _sector = _this;
  78. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  79. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  80. _sector = _this;
  81. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  82. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  83. _sector = _this;
  84. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  85. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  86. _sector = _this;
  87. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  88. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  89. _sector = _this;
  90. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  91. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  92. _sector = _this;
  93. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  94. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  95. _sector = _this;
  96. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  97. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  98. _sector = _this;
  99. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  100. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  101. _sector = _this;
  102. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  103. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  104. _sector = _this;
  105. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  106. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  107. _sector = _this;
  108. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  109. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  110. _sector = _this;
  111. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  112. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  113. _sector = _this;
  114. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  115. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,179],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  116. _sector = _this;
  117. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  118. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  119. _sector = _this;
  120. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  121. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  122. _sector = _this;
  123. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  124. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,179],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  125. _sector = _this;
  126. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  127. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,179],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  128. _sector = _this;
  129. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  130. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,179],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  131. _sector = _this;
  132. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  133. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  134. _sector = _this;
  135. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  136. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  137. _sector = _this;
  138. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  139. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  140. _sector = _this;
  141. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  142. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  143. _sector = _this;
  144. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  145. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  146. _sector = _this;
  147. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  148. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  149. _sector = _this;
  150. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  151. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  152. _sector = _this;
  153. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  154. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  155. _sector = _this;
  156. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  157. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  158. _sector = _this;
  159. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  160. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  161. _sector = _this;
  162. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  163. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  164. _sector = _this;
  165. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  166. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  167. _sector = _this;
  168. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  169. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,175],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  170. _sector = _this;
  171. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  172. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,179],["WLSectorsSetup (AI zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,92],["<spawn>
  173. _sector = _this;
  174. waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
  175. _scan","A3\Functions_F_Warlords\Warlords\fn_WLSectorsSetup.sqf [BIS_fnc_WLSectorsSetup]",true,179],["BIS_fnc_WLPlayersTrackingServer","A3\Functions_F_Warlords\Warlords\fn_WLPlayersTrackingServer.sqf [BIS_fnc_WLPlayersTrackingServer]",true,53],["WLInit (buried deletion)","A3\Functions_F_Warlords\Warlords\fn_WLInit.sqf [BIS_fnc_WLInit]",true,121],["WLInit (ending condition)","A3\Functions_F_Warlords\Warlords\fn_WLInit.sqf [BIS_fnc_WLInit]",true,312],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["BIS_fnc_WLDebug","",true,30],["BIS_fnc_WLDebug","",true,30],["BIS_fnc_WLDebug","",true,30],["BIS_fnc_WLDebug","",true,30],["BIS_fnc_WLDebug","",true,30],["BIS_fnc_WLDebug","",true,30],["BIS_fnc_WLDebug","",true,30],["BIS_fnc_WLDebug","",true,30],["BIS_fnc_WLDebug","",true,30],["BIS_fnc_WLDebug","",true,30],["BIS_fnc_WLDebug","",true,30],["BIS_fnc_WLDebug","",true,30],["BIS_fnc_WLDebug","",true,30],["WLSectorHandleServer (seizing handle)","",true,35],["WLSectorHandleServer (seizing handle)","",true,35],["WLSectorHandleServer (seizing handle)","",true,35],["WLSectorHandleServer (seizing handle)","",true,35],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLSectorsCommonInit (zone restriction)","A3\Functions_F_Warlords\Warlords\fn_WLSectorsCommonInit.sqf [BIS_fnc_WLSectorsCommonInit]",true,147],["WLClientInit (group icons)","A3\Functions_F_Warlords\Warlords\fn_WLClientInit.sqf [BIS_fnc_WLClientInit]",true,118],["BIS_fnc_WLReputation","A3\Functions_F_Warlords\Warlords\fn_WLReputation.sqf [BIS_fnc_WLReputation]",true,13],["BIS_fnc_WLOSD","A3\Functions_F_Warlords\Warlords\fn_WLOSD.sqf [BIS_fnc_WLOSD]",true,30],["BIS_fnc_WLFundsInfo","A3\Functions_F_Warlords\Warlords\fn_WLFundsInfo.sqf [BIS_fnc_WLFundsInfo]",true,198],["WLClientInit (cursor swap)","A3\Functions_F_Warlords\Warlords\fn_WLClientInit.sqf [BIS_fnc_WLClientInit]",true,140],["WLClientInit (iconDrawArray update)","A3\Functions_F_Warlords\Warlords\fn_WLClientInit.sqf [BIS_fnc_WLClientInit]",true,155],["WLClientInit (music)","A3\Functions_F_Warlords\Warlords\fn_WLClientInit.sqf [BIS_fnc_WLClientInit]",true,172],["WLClientInit (uniform)","A3\Functions_F_Warlords\Warlords\fn_WLClientInit.sqf [BIS_fnc_WLClientInit]",true,193],["<spawn>
  176. _enemySide = if (side group player == WEST) then {EAST} else {WEST};
  177. _enemyTargetOld = objNull;
  178. _en","A3\Functions_F_Warlords\Warlords\fn_WLClientInit.sqf [BIS_fnc_WLClientInit]",true,296],["WLPlayersTracking (player tracker)","A3\Functions_F_Warlords\Warlords\fn_WLPlayersTracking.sqf [BIS_fnc_WLPlayersTracking]",true,55],["<spawn>
  179. while {TRUE} do {
  180. waitUntil {count BIS_WL_soundMsgBuffer > 0};
  181. playSound (BIS_WL_soundMsgBuffer sel","A3\Functions_F_Warlords\Warlords\fn_WLSoundMsg.sqf [BIS_fnc_WLSoundMsg]",true,13],["WLSectorHandleServer (seizing handle)","",true,35],["WLSectorHandleServer (seizing handle)","",true,35],["WLSectorHandleServer (seizing handle)","",true,35],["WLSectorHandleServer (seizing handle)","",true,35],["BIS_fnc_WLDebug","",true,30],["BIS_fnc_WLDebug","",true,30],["WLSectorHandleServer (seizing handle)","",true,35],["WLSectorHandleServer (seizing handle)","",true,35],["<spawn>
  182. _stuckStack = 0;
  183. while {alive _this} do {
  184. _oldPos = position _this;
  185. sleep 90;
  186. if (!isPlayer _this &","",true,30],["WLSectorHandleServer (seizing handle)","",true,35],["WLSectorHandleServer (seizing handle)","",true,35],["BIS_fnc_WLVehicleHandle","A3\Functions_F_Warlords\Warlords\fn_WLVehicleHandle.sqf [BIS_fnc_WLVehicleHandle]",true,76],["WLRemovalHandle (man)","",true,7],["WLSectorHandleServer (seizing handle)","",true,35],["WLSectorHandleServer (seizing handle)","",true,35],["BIS_fnc_WLVehicleHandle","A3\Functions_F_Warlords\Warlords\fn_WLVehicleHandle.sqf [BIS_fnc_WLVehicleHandle]",true,76],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["<spawn>
  187. _stuckStack = 0;
  188. while {alive _this} do {
  189. _oldPos = position _this;
  190. sleep 90;
  191. if (!isPlayer _this &","",true,30],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["<spawn>
  192. _stuckStack = 0;
  193. while {alive _this} do {
  194. _oldPos = position _this;
  195. sleep 90;
  196. if (!isPlayer _this &","",true,30],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["BIS_fnc_WLDebug","",true,30],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["<spawn>
  197. _stuckStack = 0;
  198. while {alive _this} do {
  199. _oldPos = position _this;
  200. sleep 90;
  201. if (!isPlayer _this &","",true,30],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["BIS_fnc_WLDebug","",true,30],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["BIS_fnc_WLDebug","",true,30],["WLRemovalHandle (man)","",true,7],["<spawn>
  202. _stuckStack = 0;
  203. while {alive _this} do {
  204. _oldPos = position _this;
  205. sleep 90;
  206. if (!isPlayer _this &","",true,30],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["<spawn>
  207. _stuckStack = 0;
  208. while {alive _this} do {
  209. _oldPos = position _this;
  210. sleep 90;
  211. if (!isPlayer _this &","",true,30],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["<spawn>
  212. _stuckStack = 0;
  213. while {alive _this} do {
  214. _oldPos = position _this;
  215. sleep 90;
  216. if (!isPlayer _this &","",true,30],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["BIS_fnc_WLDebug","",true,30],["WLRemovalHandle (man)","",true,7],["<spawn>
  217. _stuckStack = 0;
  218. while {alive _this} do {
  219. _oldPos = position _this;
  220. sleep 90;
  221. if (!isPlayer _this &","",true,30],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["<spawn>_grp = group _this; sleep BIS_WL_spawnedRemovalTime; if !(isNull _this) then {[""Deleting dead patrol","",true,1],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["<spawn>_grp = group _this; sleep BIS_WL_spawnedRemovalTime; if !(isNull _this) then {[""Deleting dead patrol","",true,1],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["<spawn>_grp = group _this; sleep BIS_WL_spawnedRemovalTime; if !(isNull _this) then {[""Deleting dead patrol","",true,1],["<spawn>_grp = group _this; sleep BIS_WL_spawnedRemovalTime; if !(isNull _this) then {[""Deleting dead patrol","",true,1],["WLSectorHandleServer (seizing handle)","",true,35],["WLSectorHandleServer (seizing handle)","",true,35],["WLSectorHandleServer (seizing handle)","",true,35],["BIS_fnc_WLVehicleHandle","A3\Functions_F_Warlords\Warlords\fn_WLVehicleHandle.sqf [BIS_fnc_WLVehicleHandle]",true,76],["BIS_fnc_WLDebug","",true,30],["<spawn>sleep BIS_WL_spawnedRemovalTime; if !(isNull _this) then {[""Deleting dead teammate %1"", _this] call ","",true,1],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["WLSectorHandleServer (seizing handle)","",true,35],["WLSectorHandleServer (seizing handle)","",true,35],["WLSectorHandleServer (seizing handle)","",true,35],["BIS_fnc_WLVehicleHandle","A3\Functions_F_Warlords\Warlords\fn_WLVehicleHandle.sqf [BIS_fnc_WLVehicleHandle]",true,76],["WLSectorPopulate (stuck check)","A3\Functions_F_Warlords\Warlords\fn_WLSectorPopulate.sqf [BIS_fnc_WLSectorPopulate]",true,48],["BIS_fnc_WLVehicleHandle","A3\Functions_F_Warlords\Warlords\fn_WLVehicleHandle.sqf [BIS_fnc_WLVehicleHandle]",true,76],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,6],["WLRemovalHandle (man)","",true,6],["BIS_fnc_WLVehicleHandle","A3\Functions_F_Warlords\Warlords\fn_WLVehicleHandle.sqf [BIS_fnc_WLVehicleHandle]",true,76],["WLSendResponseTeam (stuck check)","A3\Functions_F_Warlords\Warlords\fn_WLSendResponseTeam.sqf [BIS_fnc_WLSendResponseTeam]",true,89],["<spawn>sleep BIS_WL_spawnedRemovalTime; if !(isNull _this) then {[""Deleting dead teammate %1"", _this] call ","",true,1],["<spawn>
  222. _stuckStack = 0;
  223. while {alive _this} do {
  224. _oldPos = position _this;
  225. sleep 90;
  226. if (!isPlayer _this &","",true,30],["WLRemovalHandle (man)","",true,6],["WLRemovalHandle (man)","",true,6],["WLRemovalHandle (man)","",true,6],["<spawn>sleep BIS_WL_spawnedRemovalTime; if !(isNull _this) then {[""Deleting dead teammate %1"", _this] call ","",true,1],["WLRemovalHandle (man)","",true,6],["<spawn>
  227. _stuckStack = 0;
  228. while {alive _this} do {
  229. _oldPos = position _this;
  230. sleep 90;
  231. if (!isPlayer _this &","",true,30],["<spawn>sleep BIS_WL_spawnedRemovalTime; if !(isNull _this) then {[""Deleting dead teammate %1"", _this] call ","",true,1],["<spawn>sleep BIS_WL_spawnedRemovalTime; if !(isNull _this) then {[""Deleting dead teammate %1"", _this] call ","",true,1],["WLRemovalHandle (man)","",true,6],["WLRemovalHandle (man)","",true,6],["WLRemovalHandle (man)","",true,6],["WLRemovalHandle (man)","",true,6],["WLRemovalHandle (man)","",true,6],["<spawn>
  232. _stuckStack = 0;
  233. while {alive _this} do {
  234. _oldPos = position _this;
  235. sleep 90;
  236. if (!isPlayer _this &","",true,30],["<spawn>_grp = group _this; sleep BIS_WL_spawnedRemovalTime; if !(isNull _this) then {[""Deleting dead respon","",true,1],["<spawn>_grp = group _this; sleep BIS_WL_spawnedRemovalTime; if !(isNull _this) then {[""Deleting dead respon","",true,1],["<spawn>sleep BIS_WL_spawnedRemovalTime; if !(isNull _this) then {[""Deleting dead teammate %1"", _this] call ","",true,1],["WLRemovalHandle (man)","",true,6],["WLAirdrop (man)","A3\Functions_F_Warlords\Warlords\fn_WLAirdrop.sqf [BIS_fnc_WLAirdrop]",true,106],["WLRemovalHandle (man)","",true,6],["WLRemovalHandle (man)","",true,6],["<spawn>sleep BIS_WL_spawnedRemovalTime; if !(isNull _this) then {[""Deleting dead teammate %1"", _this] call ","",true,1],["WLRemovalHandle (man)","",true,6],["WLAirdrop (man)","A3\Functions_F_Warlords\Warlords\fn_WLAirdrop.sqf [BIS_fnc_WLAirdrop]",true,106],["WLRemovalHandle (man)","",true,6],["WLRemovalHandle (man)","",true,6],["WLRemovalHandle (man)","",true,6],["WLRemovalHandle (man)","",true,6],["<spawn>_grp = group _this; sleep BIS_WL_spawnedRemovalTime; if !(isNull _this) then {[""Deleting dead patrol","",true,1],["<spawn>_grp = group _this; sleep BIS_WL_spawnedRemovalTime; if !(isNull _this) then {[""Deleting dead patrol","",true,1],["<spawn>_grp = group _this; sleep BIS_WL_spawnedRemovalTime; if !(isNull _this) then {[""Deleting dead patrol","",true,1],["WLRemovalHandle (man)","",true,6],["WLRemovalHandle (man)","",true,6],["WLRemovalHandle (man)","",true,6],["<spawn>_grp = group _this; sleep BIS_WL_spawnedRemovalTime; if !(isNull _this) then {[""Deleting dead patrol","",true,1],["<spawn>sleep BIS_WL_spawnedRemovalTime; if !(isNull _this) then {[""Deleting dead teammate %1"", _this] call ","",true,1],["fn_damagePulsing_mainLoop","A3\functions_f\Feedback\fn_damagePulsing.sqf [BIS_fnc_damagePulsing]",true,70]]
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement