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- [["<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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _sector = _this;
- waitUntil {!isNull (_sector getVariable [""BIS_WL_sectorScanTrg"", objNull])};
- _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>
- _enemySide = if (side group player == WEST) then {EAST} else {WEST};
- _enemyTargetOld = objNull;
- _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>
- while {TRUE} do {
- waitUntil {count BIS_WL_soundMsgBuffer > 0};
- 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>
- _stuckStack = 0;
- while {alive _this} do {
- _oldPos = position _this;
- sleep 90;
- 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>
- _stuckStack = 0;
- while {alive _this} do {
- _oldPos = position _this;
- sleep 90;
- 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>
- _stuckStack = 0;
- while {alive _this} do {
- _oldPos = position _this;
- sleep 90;
- 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>
- _stuckStack = 0;
- while {alive _this} do {
- _oldPos = position _this;
- sleep 90;
- 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>
- _stuckStack = 0;
- while {alive _this} do {
- _oldPos = position _this;
- sleep 90;
- 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>
- _stuckStack = 0;
- while {alive _this} do {
- _oldPos = position _this;
- sleep 90;
- 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>
- _stuckStack = 0;
- while {alive _this} do {
- _oldPos = position _this;
- sleep 90;
- if (!isPlayer _this &","",true,30],["WLRemovalHandle (man)","",true,7],["WLRemovalHandle (man)","",true,7],["BIS_fnc_WLDebug","",true,30],["WLRemovalHandle (man)","",true,7],["<spawn>
- _stuckStack = 0;
- while {alive _this} do {
- _oldPos = position _this;
- sleep 90;
- 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>
- _stuckStack = 0;
- while {alive _this} do {
- _oldPos = position _this;
- sleep 90;
- 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>
- _stuckStack = 0;
- while {alive _this} do {
- _oldPos = position _this;
- sleep 90;
- 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>
- _stuckStack = 0;
- while {alive _this} do {
- _oldPos = position _this;
- sleep 90;
- 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]]
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