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Offline ferstaberinde

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BAS f (Mission Development Framework) v1-4-2
« on: 23 Mar 2008, 21:05:46 »
New & Updated Features
Changes since the last public release (v1-0-8) include:

  • Added ShackTactical: kevb0's Wounding Script component
  • Added ShackTactical: kevb0's Outtro Script component
  • Expanded number of options in Conditions Selector component
  • Changed night options in Conditions Selector component to use full moon
  • Added ShackTac f (Sahrani) mission template folder

Full Information & Downloads
For more information and download links, please see the biki page:
http://community.bistudio.com/wiki/BAS_f
« Last Edit: 14 Mar 2009, 12:32:48 by Worldeater »

Offline Mandoble

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #1 on: 23 Mar 2008, 23:22:32 »
Why has this been moved here? Is it some kind of beta pending to be tested within OFPEC? Please -h, clarify.

Offline ferstaberinde

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #2 on: 24 Mar 2008, 01:45:44 »
Am also confused. This is not a beta testing submission - we already have a process for development and testing in place; I was simply posting on OFPEC because this is a resource which OFPEC community members might (should?) find useful. Can anyone shed any light on this thread-move?

Thanks, btw, for the news mention on the home page of OFPEC :)
« Last Edit: 24 Mar 2008, 01:47:35 by ferstaberinde »

Offline hoz

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #3 on: 24 Mar 2008, 02:40:47 »
We can move it back no problem.
I would like think though that a resource like this would have some value from being tested at OFPEC since we have mostly mission makers around here.



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Offline ferstaberinde

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #4 on: 24 Mar 2008, 02:54:30 »
Feedback from the OFPEC community is certainly very welcome, particularly if that will help see this resource added to the Editor's Depot. As I posted previously, we do have an in-house process and BAS f is extensively used by ShackTactical (before builds are released to the public); however, more eyeballs / brains looking at it would be a bonus.

:)

Offline h-

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #5 on: 24 Mar 2008, 08:51:36 »
Quote
Please -h, clarify.
Back in the day when I started as a moderator threads like these were locked and the author warned because this is an advertisement and not a editing related question.
No-one has told me since that this rule would have changed in any way..

But, instead of doing the lock/shake-finger-at-author I thought I'd be nice and just move this to a place that even remotely resembles of being the appropriate place for this.

EDIT:
Hmmm.. Maybe some sort of news/add board could do the trick for these non-resource/non-question things :scratch:
« Last Edit: 24 Mar 2008, 09:17:39 by h- »
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Offline Mandoble

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #6 on: 24 Mar 2008, 10:51:06 »
EDIT:
Hmmm.. Maybe some sort of news/add board could do the trick for these non-resource/non-question things :scratch:

Very very true.

Offline ferstaberinde

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #7 on: 24 Mar 2008, 15:30:23 »
To be fair, this is still a potential resource - the difference is that it has not been developed within the OFPEC write/submit/test/accept process. In some ways BAS f is closer to a mod team's addon, since it is developed and tested by a closed group (a combination of BAS and ShackTactical).

The intent of posting in the OFPEC forum was to encourage you to include the framework in your Editor's Depot, as it has been specifically developed with Mission Makers as the target audience. If there is a requirement to go through some kind of adoption process then please feel free to re-position this thread / change the thread title in such a way to align with your requirements.

Offline Mandoble

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #8 on: 24 Mar 2008, 16:31:17 »
Placing the resource in the beta forum means the resource is "pending" to be tested by OFPEC staff, that the author is open to implement OFPEC recomendations, and that the author is ready to have his resource accepted and included into the ED or just rejected.

I understand that your resource has been already tested, it is a mature product and it has its own official page. So we may do basically any of three things:
1 - Host your current version in the ED depot, in this case you will need to tell us when a new version is ready.
2 - Dont host it, but point to your official page from the ED depot.
3 - Create a new forum where to post links and descriptions to interesting resources, as yours.

Offline ferstaberinde

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #9 on: 24 Mar 2008, 17:11:43 »
Thanks for outlining those options, Mandoble. Since there is a biki page with all the information and download links, I would suggest we go for option #2. Would it be useful if I prepared some text for the resource page in the ED?

EDIT by mandoble: removed full quoted message before you get rabidly spanked by -h  :P
« Last Edit: 24 Mar 2008, 18:07:23 by Mandoble »

Offline Mandoble

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #10 on: 24 Mar 2008, 18:06:27 »
Would it be useful if I prepared some text for the resource page in the ED?

yes.

Offline h-

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #11 on: 24 Mar 2008, 18:34:39 »
Quote
removed full quoted message before you get rabidly spanked by -h
:D
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Offline ferstaberinde

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #12 on: 25 Mar 2008, 03:08:02 »
Oops - sorry for the full quote! :-[

Here's my suggested text for the ED page (it is a duplication of some static text from the biki page):

Quote
BAS f is a framework: an MP mission folder containing a library of 35+ scripts, functions and template files, plus a manual (75+ pages). The framework is designed to provide the mission designer, after minimal additional configuration, with a selection of pre-tested features and functionality intended to improve the overall quality and re-playability of his/her mission.

Since BAS f is a framework, and not a template, the design of the actual mission is completely open; the framework is intended only to save time for the designer by providing components such as weather selections that work with join-in-progress (JIP), or pre-configured gear selections for re-equipping soldiers during the mission briefing. For many components care has also been taken to localise messages and texts (where used) into several languages (German, Czech, Polish, Russian, Spanish and French).

Importantly, all components of the framework are fully explained in the manual, feature extensive commenting within script files, and each can be disabled if desired. The manual is designed to guide the mission designer through the full configuration process, as well as provide instructions for optional components.

BAS f is aimed at the new ArmA mission designer, although it is not intended for complete beginners. To use BAS f the mission designer should have a basic understanding of:

  • How to open the MP mission editor
  • How to place and edit units, triggers, waypoints and markers in the editor
  • The ArmA scripting syntax (for .sqf files)
  • The roles of key files: description.ext and init.sqf
  • The role of script files (.sqf files)

If a mission designer has already created his/her first few missions, everything in BAS f should be relatively straightforward. In addition, mission designers with intermediate experience may also find BAS f useful as a time-saver, or as the basis for their own personal base framework(s).

For more information and download links, please see the biki page:
http://community.bistudio.com/wiki/BAS_f

Hope that is acceptable. Thanks for picking this up! :)
« Last Edit: 25 Mar 2008, 03:11:25 by ferstaberinde »

Offline ferstaberinde

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #13 on: 02 Apr 2008, 16:18:56 »
Any progress with adding this to the ED? :)

PS A version of BAS f v1-1 with a Russian manual is also available:
http://www.ballisticaddonstudios.com/downloads/bas_f/bas_f_v1-1_ru.rar

Offline Mandoble

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #14 on: 02 Apr 2008, 16:53:04 »
Yes, the ED has been re-configured to be able to host resources without the resource (but a link). Will test it later.

Offline ferstaberinde

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #15 on: 03 Apr 2008, 15:31:46 »
Thanks for the add to ED :)

Offline hoz

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #16 on: 04 Apr 2008, 02:56:02 »
One thing that came up about the BAS-f framework when I was discussing with a few of the staffers was is there any  missions being created and taking advantage of the frame work?
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Offline Captain

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #17 on: 04 Apr 2008, 03:37:02 »
Shack Tactical use it for their in house missions that will never see the light of day.

Other than that...

co25 Operation Valkyrie by VanhA

Co20 strikeforce wasp also by VanhA

Embassy Assault by A Erlingsen

To name some.

ACE will also have a version released with it I believe.

Offline hoz

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #18 on: 04 Apr 2008, 05:36:01 »
Cool thanks for that.
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Offline Rommel92

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #19 on: 04 Apr 2008, 06:09:55 »
Shack Tactical use it for their in house missions that will never see the light of day.

Other than that...

co25 Operation Valkyrie by VanhA

Co20 strikeforce wasp also by VanhA

Embassy Assault by A Erlingsen

To name some.

ACE will also have a version released with it I believe.

Any chance they could shed some light on those missions? Nothing like sharing.  :)
Could be good for some examples, as I have looked at this many times, but can see no easy use towards, its huge amount of consumer support (all the frikin manuals) just creates the feeling of its complex nature, however simple it actually is, had the same thing with DAC, the short manual was easily the best because it got down to the nitty-grit real quick.

Perhaps some more useful components could be added to this such as Kronkzy's string manipulation librarys, and other ideas like BodyArmour by Wolfrug etc, make it a worthwhile mission framework.

Just my 2 cents on it, that said you did say it was aimed towards a beginner, but beginners love features.

 :P

Offline ferstaberinde

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #20 on: 08 Apr 2008, 13:03:05 »
@ Hoz - You raise an excellent question. I wish I had a definitive answer for you, but let me share some stats here and perhaps (with help from the rest of the OFPEC community) we can shed more light on the subject. Each time we release an edition of BAS f we see 500+ downloads, and since we only have a handful of active mission makers in ShackTactical I have to believe that 95% of those downloads are by members of the wider editing community*. I realise that 500 is not a massive number in comparison to conventional addons, but it seems pretty healthy for the smaller community of mission makers. The problem (for me) is that download metrics do not tell me if anyone is using BAS f - and there is very little feedback in the BI Forums (where the official thread for BAS f lives). From time-to-time I meet people in other groups who do use it (Tactical Gamer, for example), but frankly I'd give a lot to hear from the wider community - and even more, I'd love it if folks would send me examples of their work!

@ Captain - Thank you for posting those links, I'll be downloading the files tonight! You are right about ShackTactical missions - we have an internal agreement not to release mission files; however, I will talk to the relevant people about whether an example might be put out. The challenge is that much of the value of a ShackTactical mission lies in the way we are organised and co-ordinated in-game, as much as anything which you will find in the mission PBO. The ShackTactical experience is not just about playing one of our missions, but playing it our way (which is not to sound arrogant, because there are plenty of other approaches which are equally valid and fun). I'm afraid I cannot comment in any detail on ACE at the moment, except to say that I take the support of mission making for major mods very seriously and we will be releasing modified version(s) of BAS f at the appropriate time. Already in BAS f you will find support for several of the CWR islands, as well as one or two other community-built islands. As ever, I would be very interested in hearing from any other mod team(s) that would like to see their work supported, and am happy to supply cut-down versions of BAS f for shipping as part of mods' download packages.

@ Rommel92 - Sorry that you have not found the manual useful. One of the challenges with documentation is that it never meets the needs of all users: you find it too long, others still find it too short or not clear enough. When I started writing the manual my intention was to make things as clear as possible, and to hold the new mission maker's hand through the process of configuring (and hopefully understanding) each component. Unfortunately, doing that makes the manual quite long, but I think that if you give the document a chance you'll see the value of it. Plus, once you've read through it once you'll soon understand the basic concepts. I very much like your idea about an example, and will see what I can do about that for v1-2 (already in development). As regards other features, we do add news things at each release, but please bear in mind two things:

a) Not all script writers are happy to have their work included in BAS f, and we always seek full permission from third party authors before inclusion.

b) To prevent the framework from becoming too bloated, we try not to include anything that is too specialised, or which is easy to add by the mission maker; a good example of the latter is that we do not include a version of DAC, but we know that quite a few people (ShackTactical) like to combine BAS f + DAC to make some awesome missions.

@ All I'm really glad we're starting to have this discussion, and value the input from this community. Ultimately, the goal of BAS f is very simple: I want as many people as possible who are curious about mission making for ArmA1/2 to be able to make a finished, high-quality mission without giving-up halfway through (as I know many do, and did in OFP days). Any and all feedback is always gratefully received.

- Fer :)

* Of course, it could just be my mother trying to make me feel better, but since I've yet to see a release of co2_You_Never_Call, I'm guessing not.

 

Offline Jackal

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #21 on: 11 Dec 2008, 06:58:02 »
ferestaberinde,

ok. you sold me. I will dust off the BAS f that I downloaded back in April and have another look at it. If a resource shaves time off of MP missionmaking, you bet your asterisk that I will give it an honest chance. 

As for my own ARMA mission making, I have 3 MP missions "underway" but none completed. I don't know about other missionmakers, but I always run into a problem somewhere, usually in the performance/framerate/proper script execution in MP. Then I get p*ssed off one time too many and take a long break from it.

If the OFP/ARMA community want more missions to be developed by missionmakers, then making the process as painless as possible is the best way to generate content. It seems to me, and I am only the average ARMA fan like everyone else, that there are great technical houses like OFPEC and armedassault.info that are great resources for missionmakers, but there exists some type of roadblock between all this beautiful scripting/COMREF stuff and actual polished finished missions. It is not that problems have not necesarily been solved or a shortage of cool mission ideas or stories, it is just that more man-hours go into researching/problemsolving that may have already been done by others out there (read: re-inventing the wheel) than actually finishing and stocking up these new missions on the ARMA fan sites.

As was mentioned earlier in the post, the number of BAS f downloads indicate that there is a will to make missions by the fans, and the popularity of OFPEC's site indicates that there is a community out there who want to put together missions, but the result must be an attrition rate of frustrated missionmakers with incomplete missions that never see the light of day. My guess is it is due to the frustration/intimidation level associated with MP missionmaking.

How do we solve this? Packaging scripts and mission files like "BAS f" or simple/intermediate/expert mission templates I think is the way to grow the database of downloadable missions. These will fundamentally eliminate many roadblocks that MP missionmakers otherwise would have run into. Even if the overall technical prowess of missionmaking community diminishes, everyonein the OFP/ARMA community would end up winning by playing more and more original missions.

Prior Planning Prevents Piss Poor Performance

Offline gunterlund

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #22 on: 12 Dec 2008, 04:24:04 »
I saw this post and I just wanted to add my two cents. I use the BAS-f framework for all of my missions because it take out alot of the guesswork for certain aspects of mission making. I dont use every piece of it but the ones that enhance my missions. I wish they would develop it further. i also wish they would provide more extensive examples of how the victory condition piece works. I never seem to get it right.

Offline ferstaberinde

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #23 on: 20 Dec 2008, 19:22:37 »
UPDATED INFORMATION

BAS f v1-2 RELEASED

New & Updated Features
Key changes since the last public release (v1-1) include:

- Added support for Schmalfelden
- Added support for South Sahrani
- Added support for Avgani
- Added support for Uhao
- Added support for LDDK training island (Isla de Pollo)
- Added new ShackTac mission.sqm files for ACU, MARPAT D and Woodland
- Added ShackTac f mission template folders for all supported islands
- Updated ShackTac platoon loadouts
- Updated Kegetys Spectator Script for ArmA component
- Updated guidelines on mission naming in the manual

Full Information & Downloads
For more information and download links, please see the biki page:
http://community.bistudio.com/wiki/BAS_f

Please could the resource in the Editor's Depot be updated? :)

Offline Spooner

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Re: BAS f (Mission Development Framework) v1-2 RELEASED
« Reply #24 on: 20 Dec 2008, 21:54:13 »
[Arma 2] CBA: Community Base Addons
[Arma 1] SPON Core (including links to my other scripts)

Offline ferstaberinde

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #25 on: 21 Dec 2008, 05:45:45 »
thanks :)

Offline ferstaberinde

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Re: BAS f (Mission Development Framework) v1-1 RELEASED
« Reply #26 on: 08 Jan 2009, 18:20:53 »
UPDATED INFORMATION

BAS f v1-3-1 RELEASED (now with ACE)

New & Updated Features
Key changes since the last public release (v1-2) include:

- Added support for all islands from the ACE Islands Pack v1.00
- Added support for Afghan Village
- Added ACE mission file template
- Replaced ShackTac mission.sqm files with new ACE MARPAT and MARPAT D versions
- Updated ShackTac platoon loadouts
- Added kevb0's assignGear component (for ShackTac loadouts)
- Extended ShackTac f mission template folders to include all ACE islands
- Added LDD Kyllikki: Baseline Mission File Template (FDF Version)

Full Information & Downloads
For more information and download links, please see the biki page:
http://community.bistudio.com/wiki/BAS_f

Please could the resource in the Editor's Depot be updated? :)

Offline Spooner

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Re: BAS f (Mission Development Framework) v1-3
« Reply #27 on: 08 Jan 2009, 19:02:24 »
Updated.
[Arma 2] CBA: Community Base Addons
[Arma 1] SPON Core (including links to my other scripts)

Offline ferstaberinde

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Re: BAS f (Mission Development Framework) v1-3
« Reply #28 on: 08 Jan 2009, 20:00:34 »
Many thanks, Spooner :)

Offline ferstaberinde

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Re: BAS f (Mission Development Framework) v1-3
« Reply #29 on: 13 Feb 2009, 14:35:35 »
UPDATED INFORMATION

BAS f v1-4-1 (for ACE v1.02) RELEASED

For more information and download links, please see the biki page:
http://community.bistudio.com/wiki/BAS_f

Please can the resource here be updated? English and Russian language versions available, as normal. Many thanks in advance! :)

Offline ferstaberinde

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Re: BAS f (Mission Development Framework) v1-3
« Reply #30 on: 14 Mar 2009, 00:10:37 »
UPDATED INFORMATION

BAS f v1-4-2 RELEASED
With support for ACE v1.04 + ACEIP v1.12
For more information and download links, please see the biki page:
http://community.bistudio.com/wiki/BAS_f

Please can someone update the BAS f resource here as well? Many thanks in advance :)

Offline Worldeater

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Re: BAS f (Mission Development Framework) v1-4-2
« Reply #31 on: 14 Mar 2009, 12:36:02 »
Updated.
try { return true; } finally { return false; }

Offline ferstaberinde

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Re: BAS f (Mission Development Framework) v1-4-2
« Reply #32 on: 15 Mar 2009, 03:14:47 »
Many thanks :)

Offline Knight Trane

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Re: BAS f (Mission Development Framework) v1-4-2
« Reply #33 on: 30 May 2009, 07:51:56 »
Hi ferstaberinde,

I've been makindg some small missions with BASf for the last few weeks and I have a question about the FIFO body remover sqf.
Quote from: BAS f Manual / AUTOMATIC BODY REMOVAL (FIFO VERSION)
A key limitation of this component is that it cannot automatically add the event handler to
units which are created dynamically during the mission (for example, if you use a script to
generate enemies or civilians dynamically). However, you can add the event handler by
ensuring that any dynamically-created units have the following code in their Init: line:


this addEventHandler ["killed",
{
if (local BAS_Server_Logic) then
{
f_abrFIFO = f_abrFIFO + [_this select 0];
} else
{
_this execVM "f\common\f_abrAddToFIFO.sqf"
};
}];

I'm creating AI throughout the mission with arrays and "call compile and create".
this is one of the arrays:
Code: [Select]
_embsyUSMCrt = createGroup west;

_ebassySec_setup = [];
//[["unit name", [create unit array], setdir, ["disableAI"], "setUnitPos", allowFleeing, "setBehavior", [final pos],]];
//************************USMC   Rooftop  snipers**************************************
_ebassySec_setup = _ebassySec_setup + [["eUSMCrt",["ACE_USMC0302",getPos USMC,[],0,"seargent"],270,["MOVE","TARGET"],"up",0,"AWARE",[5072,6527.25,36.8],"_embsyUSMCrt"]];
_ebassySec_setup = _ebassySec_setup + [["eUSMCrt1", ["ACE_USMC0302",getPos USMC,[],0,"seargent"],90,["MOVE","TARGET"],"up",0,"AWARE",[5086.58,6526.51,36.8],"_embsyUSMCrt"]];

{
//Create your unit in group _embsyUSMCrt with createUnit array.
call compile format["%1 = %2 createUnit %3;",_x select 0,_x select 8,_x select 1];
//Assign your unit to the group _embsyUSMCrt.
call compile format["[%1] join %2;", _x select 0,_x select 8];
//Set unitys INIT field
call compile format["%1 setVehicleInit ""%1 = this;"";",_x select 0];
//Set the direction your unit faces when created.
call compile format["%1 setDir %2;", _x select 0, _x select 2];
//Disable unit atributes.  "MOVE" ,"TARGET" ,"AUTOTARGET" , and"ANIM".
_disableAINumElements = count (_x select 3);
for [{_i = 0}, {_i < _disableAINumElements}, {_i = _i + 1}] do {
call compile format["%1 disableAI ""%2"";", _x select 0, (_x select 3) select _i];
};
//Set stance of unit you created.  "UP", "DOWN", and "MIDDLE".
if ((_x select 4) != "") then {
call compile format["%1 setUnitPos ""%2"";", _x select 0, _x select 4];
};
//Sets the level of courage you unit has.  0-1, "0" max courage.  "1" min courage and runs at the sight of emeny.
call compile format["%1 allowFleeing %2;", _x select 0, _x select 5];
//Checks if element 7 is empty.  If not then set units behavior to whats entered.
if ((_x select 6) != "") then {
call compile format["%1 setBehaviour %2;", _x select 0, _x select 6];
};
//Sets unit in final position ready to fight.
call compile format["%1 setPos %2;", _x select 0, _x select 7];

} foreach _ebassySec_setup;
//selects leader of given group.
call compile format["_embsyUSMCrt selectLeader %1;", (_ebassySec_setup select 0) select 0];

_ebassySec_setup;

I know the setVehicleInit command, but every time I try to use it in this script I get all kinds of errors.  I know it has to to do with the "quotes".  

This is what I think it should be:
Code: [Select]
call compile format["%1 setVeicleInit ""this addEventHandler [""killed"",
{
if (local BAS_Server_Logic) then
{
f_abrFIFO = f_abrFIFO + [_this select 0];
} else
{
_this execVM ""f\common\f_abrAddToFIFO.sqf""
};
}];"";", _x select 0];

Anyone have any thoughts?