Well I'm back! After six years or so (I think) from originally creating missions from OFP I have decided to have a go at reclaiming my youth and taking a stab at ARMA2 editing.
However, my scripting has more rust than polish these days and I have a question I hope someone can answer for me.
I have created a 5 man squad called sol1,sol2,sol3,sol4 & sol5. The mission starts with a boat insertion being driven by an AI unit called, boat. In my ini.sqs I have typed;
sol1 moveInCargo [boat, 0];
sol2 moveInCargo [boat, 2];
sol3 moveInCargo [boat, 3];
sol4 moveInCargo [boat, 1];
sol5 moveInCargo [boat, 4];
Which works fine, however, as each unit is playable during the mission if I swap to another player Sol1 will order the squad to return to the boat.
I have considered deleting the boat after the insertion, to avoid this problem, but it still forms part of the mission as a back up extraction point if the helicopter is destroyed.
So is there anyway to cancel this moveInCargo order after insertion, or perhaps there is a more sophisticated script in existance which bypasses this problem?
I have tried assignAsCargo command but this doesnt seem to work as my team spawns in the sea and die
By the way in case your intrested my OFP missions were 'Widows Ridge' and 'The Big Push' which both scored 8/10 in the mission depot many many moons ago.!!