I can't have the loon be setcaptive true. It's just you and two other spetz natz that you controll and lead. The enemy force well is the enemy.
I dunno. If the trig1done = true is activated in the script the guy goes to danger mode and make the switchmove animations go null. The trigger itself will send the soldier on to his next waypoints the seek and destroy with a cycle on it it. Hopefully foolproof.
Anyways so you were thinking the script should look like this?
**************************************
_m = _this select 0
#loop
m switchmove "EffectStandTalk"
~8
m switchmove "FXCivilFoldOnesArms"
~14
m switchmove "FXCivilLookback"
~9
m switchmove "FXCivilArmsAkimboL"
~10
;not sure about the arguement here
? trig1done = true goto : "arm"
goto : "loop"
#arm
m switchmove "null"
m setbehaviour "DANGER"
exit
***********************************
trig1 being the detected trigger.
Is this what you were thinking? I'll try it in a few minutes to see.
I didn't really look at your post Macguba on your own script. That might help in my mission.