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Jul 24th, 2017
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  1. // CAS - 2 Littlebirds
  2. if (_event == "Pawnee") then
  3. {
  4.     // ["Event: %1",_event] call BIS_fnc_logFormat;
  5.  
  6.     _target = selectRandom allPlayers;
  7.     _targetPos = getPosATL _target;
  8.  
  9.     // 1st Pawnee
  10.     _cas = createVehicle ["LIB_ARR_Ju87", [0,0,75], [], 0, "FLY"];
  11.     createVehicleCrew _cas;
  12.     _casCrew = crew _cas;
  13.     _casGroup = group (_casCrew select 0);
  14.  
  15.     _cas setPosATL [(_targetPos select 0),(_targetPos select 1) - 2000, 75];
  16.     _cas flyInHeight 75;
  17.  
  18.     // 2nd Pawnee
  19.     _cas2 = createVehicle ["LIB_ARR_Ju87", [50,50,75], [], 0, "FLY"];
  20.     createVehicleCrew _cas2;
  21.     _casCrew2 = crew _cas2;
  22.     _casGroup2 = group (_casCrew2 select 0);
  23.     [_casGroup2] join _casGroup;
  24.  
  25.     _cas2 setPosATL [(_targetPos select 0) + 100,(_targetPos select 1) - 2100, 75];
  26.     _cas2 flyInHeight 75;
  27.  
  28.     // Waypoints
  29.     _wpCAS01 = _casGroup addWaypoint [_targetPos, 0];
  30.     _wpCAS02 = _casGroup addWaypoint [_targetPos, 250];
  31.     _wpCAS02 setWaypointType "SaD";
  32.     _wpCAS03 = _casGroup addWaypoint [_targetPos, 250];
  33.     _wpCAS03 setWaypointType "SaD";
  34.         _wpCAS04 = _casGroup addWaypoint [_targetPos, 0];
  35.     _wpCAS04 setWaypointType "Cycle";
  36.  
  37.     // If the cas is disabled, kill the crew
  38.     _null = [_cas,_casCrew] spawn
  39.     {
  40.         waitUntil {sleep 2; !(isNull (_this select 0)) and {!(canMove (_this select 0))}};
  41.         {_x setDamage 1} forEach (crew (_this select 0));
  42.     };
  43.  
  44.     // If the cas2 is disabled, kill the crew
  45.     _null = [_cas2,_casCrew] spawn
  46.     {
  47.         waitUntil {sleep 2; !(isNull (_this select 0)) and {!(canMove (_this select 0))}};
  48.         {_x setDamage 1} forEach (crew (_this select 0));
  49.     };
  50.  
  51.     // Reveal players to pilots
  52.     {(driver _cas) reveal [_x,4]} forEach allPlayers;
  53.  
  54.     // Delete when far away
  55.     waitUntil {sleep 5; ({(_x distance _cas) < (3000)} count (allPlayers) == 0) and ({(_x distance _cas2) < (3000)} count (allPlayers) == 0)};
  56.     {deleteVehicle _x} forEach (_casCrew) + [_cas,_cas2];
  57.     deleteGroup _casGroup;
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