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Вот миссия

if(isServer) then {

	private 		["_baserunover","_mission","_directions","_position","_crate","_crate_type","_num"];

	_mission 		= count wai_mission_data -1;
	// Get a safe position 80 meters from the nearest object
	_position		= [80] call find_position;
	
	// Initialise the mission variable with the following options, [position, difficulty, mission name, mission type (MainHero/Mainbandit), minefield (true or false)] call mission_init;
	[_mission,_position,"hard","Лесопилка","MainHero",true] call mission_init;

	diag_log 		format["WAI: Mission:[Hero] Lumber Mill started at %1",_position];

	//Setup the crate
	_crate_type 	= crates_large call BIS_fnc_selectrandom; // Choose between crates_large, crates_medium and crates_small
	_crate 			= createVehicle [_crate_type,[(_position select 0) + 0.15,(_position select 1) + 0.17,0],[],0,"CAN_COLLIDE"];

	// Create some Buildings
	//Buildings 
	_baserunover0 = createVehicle ["Land_Ind_SawMill",[(_position select 0) - 2.4, (_position select 1) + 24,-0.15],[], 0, "CAN_COLLIDE"];
	_baserunover1 = createVehicle ["Land_Ind_Timbers",[(_position select 0) + 11, (_position select 1) + 8.6,-0.1],[], 0, "CAN_COLLIDE"];
	_baserunover2 = createVehicle ["Land_Ind_Timbers",[(_position select 0) + 16, (_position select 1) + 12,-0.1],[], 0, "CAN_COLLIDE"];
	_baserunover3 = createVehicle ["Land_Ind_Timbers", [(_position select 0) + 6, (_position select 1) - 15,-0.1],[], 0, "CAN_COLLIDE"];
	_baserunover4 = createVehicle ["Misc_palletsfoiled", [(_position select 0) + 5, (_position select 1) - 9,-0.009],[], 0, "CAN_COLLIDE"];
	_baserunover5 = createVehicle ["Misc_palletsfoiled_heap", [(_position select 0) + 9, (_position select 1) - 8,-0.05],[], 0, "CAN_COLLIDE"];
	_baserunover6 = createVehicle ["Land_water_tank",[(_position select 0) - 10, (_position select 1) - 7,-0.1],[], 0, "CAN_COLLIDE"];
	_baserunover7 = createVehicle ["UralWreck",[(_position select 0) - 17, (_position select 1) + 5,-0.2],[], 0, "CAN_COLLIDE"];
	_baserunover8 = createVehicle ["MAP_t_quercus3s",[(_position select 0) + 22, (_position select 1) + 25,-0.2],[], 0, "CAN_COLLIDE"];

	// Adding buildings to one variable just for tidiness
	_baserunover = [_baserunover0,_baserunover1,_baserunover2,_baserunover3,_baserunover4,_baserunover5,_baserunover6,_baserunover7,_baserunover8];
	
	// Set some directions for our buildings
	_directions = [0,0,-10.45,104.95,0,0,0,59.2,0];
	{ _x setDir (_directions select _forEachIndex) } forEach _baserunover;

	// Make buildings flat on terrain surface
	{ _x setVectorUp surfaceNormal position _x; } count _baserunover;

	_num = round (random 3) + 4;
	[[(_position select 0) + 12, (_position select 1) + 22.5, 0],_num,"extreme",["random","at"],4,"random","TK_INS_Soldier_AT_EP1","random",["bandit",150],_mission] call spawn_group;
	[[(_position select 0) + 21, (_position select 1) + 11, 0],4,"hard","random",4,"random","TK_Special_Forces_EP1","random","bandit",_mission] call spawn_group;
	[[(_position select 0) - 1.12, (_position select 1) - 0.43, 0],4,"random","random",4,"random","TK_Special_Forces_EP1","random","bandit",_mission] call spawn_group;
	[[(_position select 0) - 13, (_position select 1) - 23, 0],4,"random","random",4,"random","TK_INS_Soldier_AT_EP1","random","bandit",_mission] call spawn_group;


	//Condition
	_complete = [
		[_mission,_crate],	// mission variable (from line 9) and crate
		["crate"], 			// Mission objective type (["crate"], or ["kill"], or ["assassinate", _assassinate])
		[_baserunover], 	// buildings to cleanup after mission is complete, does not include the crate
		"Бандиты построили лесопилку",	// mission announcement
		"Герои отбили у бандитов лесопилку",			// mission success
		"Бандиты получили то что хотели, миссия провалена"	// mission fail
	] call mission_winorfail;


	 
	if(_complete) then {
		[_crate,[11,ai_wep_random],[19,ai_gear_random],[19,crate_random],[5,crate_backpacks_all]] call dynamic_crate;
	};		
	
	// End of mission
	diag_log format["WAI: Mission:[Hero] Lumber Mill ended at %1 ended",_position];
	h_missionsrunning = h_missionsrunning - 1;
};
Вот конфиг

if(isServer) then {

	/* GENERAL CONFIG */

		debug_mode					= false;		// enable debug
		use_blacklist				= true;			// use blacklist
		blacklist					= [
			[[0,16000,0],[1000,-0,0]],				// Left
			[[0,16000,0],[16000.0,14580.3,0]]		// Top
		];

	/* END GENERAL CONFIG */

	/* AI CONFIG */

		ai_clear_body 				= false;		// instantly clear bodies
		ai_clean_dead 				= true;			// clear bodies after certain amount of time
		ai_cleanup_time 			= 900;			// time to clear bodies in seconds
		ai_clean_roadkill			= false; 		// clean bodies that are roadkills
		ai_roadkill_damageweapon	= 0;			// percentage of chance a roadkill will destroy weapon AI is carrying

		ai_bandit_combatmode		= "RED";		// combatmode of bandit AI
		ai_bandit_behaviour			= "COMBAT";		// behaviour of bandit AI

		ai_hero_combatmode			= "RED";		// combatmode of hero AI
		ai_hero_behaviour			= "COMBAT";		// behaviour of hero AI

		ai_friendly_behaviour		= false;		// make ai friendly towards comrades

		player_bandit				= -5000;		// this is the amount you declare someone to be a bandit on your server, bandit AI will not attack you if ai_friendly_behaviour is true
		player_hero					= 5000;			// this is the amount you declare someone to be a hero on your server, hero AI will not attack you if ai_friendly_behaviour is true

		ai_share_info				= true;			// AI share info on player position
		ai_share_distance			= 800;			// distance from killed AI for AI to share your rough position

		ai_kills_gain				= true;			// add kill to bandit/human kill score
		ai_humanity_gain			= true;			// gain humanity for killing AI
		ai_add_humanity				= 20;			// amount of humanity gained for killing a bandit AI
		ai_remove_humanity			= 20;			// amount of humanity lost for killing a hero AI
		ai_special_humanity			= 50;			// amount of humanity gain or loss for killing a special AI dependant on player alignment
		
		ai_skill_extreme			= [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["endurance",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; 	// Extreme
		ai_skill_hard				= [["aimingAccuracy",0.80],["aimingShake",0.80],["aimingSpeed",0.80],["endurance",1.00],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; 	// Hard
		ai_skill_medium				= [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["endurance",1.00],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];	// Medium
		ai_skill_easy				= [["aimingAccuracy",0.40],["aimingShake",0.50],["aimingSpeed",0.50],["endurance",1.00],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];	// Easy
		ai_skill_random				= [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy];

		ai_static_useweapon			= true;	// Allows AI on static guns to have a loadout 	
		ai_static_weapons			= ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG"];	// static guns

		ai_static_skills			= false;	// Allows you to set custom array for AI on static weapons. (true: On false: Off) 
		ai_static_array				= [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["endurance",1.00],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];

		ai_gear0					= [["ItemBandage","ItemBandage","ItemAntibiotic"],["ItemRadio","ItemMachete","ItemCrowbar"]];
		ai_gear1					= [["ItemBandage","ItemSodaPepsi","ItemMorphine"],["Binocular_Vector"]];
		ai_gear2					= [["ItemDocument","FoodCanFrankBeans","ItemHeatPack"],["ItemToolbox"]];
		ai_gear3					= [["ItemWaterbottle","ItemBloodbag"],["ItemCompass","ItemCrowbar"]];
		ai_gear4					= [["ItemBandage","ItemEpinephrine","ItemPainkiller"],["ItemGPS","ItemKeyKit"]];
		ai_gear_random				= [ai_gear0,ai_gear1,ai_gear2,ai_gear3,ai_gear4];

		ai_wep_assault				= ["M16A4_ACG","Sa58V_RCO_EP1","SCAR_L_STD_Mk4CQT","M8_sharpshooter","M4A1_HWS_GL_camo","SCAR_L_STD_HOLO","M4A3_CCO_EP1","M4A3_CCO_EP1","M4A1_AIM_SD_camo","M16A4","m8_carbine","BAF_L85A2_RIS_Holo","Sa58V_CCO_EP1"];
		ai_wep_machine				= ["RPK_74","MK_48_DZ","M249_EP1_DZ","Pecheneg_DZ","M240_DZ"];
		ai_wep_sniper				= ["M14_EP1","SCAR_H_LNG_Sniper_SD","M110_NVG_EP1","SVD_CAMO","VSS_Vintorez","DMR_DZ","M40A3"];
		ai_wep_random				= [ai_wep_assault,ai_wep_machine,ai_wep_sniper,ai_wep_launchers_AT,ai_wep_launchers_AA];
		ai_wep_launchers_AT			= ["M136","RPG18","JAVELIN"];
		ai_wep_launchers_AA			= ["Strela","Igla","STINGER"];
		
		ai_packs					= ["DZ_Czech_Vest_Puch","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
		ai_hero_skin				= ["FR_AC","FR_AR","FR_Corpsman","FR_GL","FR_Marksman","FR_R","FR_Sapper","FR_TL"];
		ai_bandit_skin				= ["Ins_Soldier_GL_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","GUE_Commander_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_2_DZ","GUE_Soldier_CO_DZ","BanditW1_DZ","BanditW2_DZ","Bandit1_DZ","Bandit2_DZ"];
		ai_special_skin				= ["Functionary1_EP1_DZ"];
		ai_all_skin					= [ai_hero_skin,ai_bandit_skin,ai_special_skin];

		ai_add_skin					= true;			// adds unit skin to inventory on death
		
		/* AI Cache Units */
		ai_cache_units			= false;
		/**Range for Re-Activation*************/
		/****** Default: 800 ******************/
		ai_cache_units_reactivation_range = 800;
		/**Time untill units are Frozen again**/
		/************* Default: 30 ************/
		ai_cache_units_refreeze = 30;
		/****** Log Actions to RPT File? ******/
		/*********** Default: true ************/
		ai_cache_units_freeze_log = true;
		/******** Unassign Waypoints?  ********/
		/*********** Default: false ***********/
		ai_cache_units_unassign_waypoints = false;
		/******** Randomize Position?  ********/
		/******** Distance to Randomize *******/
		/*********** Default: true ************/
		/*********** Distance: 20 *************/
		ai_cache_units_randomize_position = true;
		ai_cache_units_randomize_distance = 20;
		/********** Hide un-used AI?  *********/
		/*********** Default: true ************/
		ai_cache_unites_hide_ai = true;
		/* AI Cache Units End */
		
	/* END AI CONFIG */

	/* WAI MISSIONS CONFIG */
		wai_mission_system			= true;	// use built in mission system

		wai_mission_markers			= ["DZMSMajMarker","DZMSMinMarker","DZMSBMajMarker","DZMSBMinMarker"];
		wai_avoid_missions			= 800;								// avoid spawning missions this close to other missions, these are defined in wai_mission_markers
		wai_avoid_traders			= 1500;								// avoid spawning missions this close to traders
		wai_avoid_town				= 200;								// avoid spawning missions this close to towns, *** doesn't function with infiSTAR enabled ***
		wai_avoid_road				= 50;								// avoid spawning missions this close to roads
		wai_avoid_water				= 300;								// avoid spawning missions this close to water

		
		wai_mission_timer			= [30,300];							// time between missions 5-15 minutes
		wai_mission_timeout			= [1800,2100]; 						// time each missions takes to despawn if inactive 15-30 minutes
		wai_timeout_distance		= 1500;								// if a player is this close to a mission then it won't time-out
		
		wai_clean_mission			= true;								// clean all mission buildings after a certain period
		wai_clean_mission_time		= 900;								// time after a mission is complete to clean mission buildings

		wai_mission_fuel			= [5,60];							// fuel inside mission spawned vehicles [min%,max%]
		wai_vehicle_damage			= [20,70];							// damages to spawn vehicles with [min%,max%]
		wai_keep_vehicles			= false;							// save vehicles to database and keep them after restart
		wai_linux_server			= false;							// false = Windows (HiveExt.dll)		true = Linux Server (writer.pl)		has no effect when "wai_keep_vehicles = false;"
		wai_lock_vehicles			= false;							// lock mission vehicles and add keys to random AI bodies (be careful with ai_clean_dead if this is true

		wai_crates_smoke			= false;							// pop smoke on crate when mission is finished during daytime
		wai_crates_flares			= false;							// pop flare on crate when mission is finished during nighttime
		
		wai_players_online			= 1; 								// number of players online before mission starts
		wai_server_fps				= 5; 								// missions only starts if server FPS is over wai_server_fps
		
		wai_kill_percent			= 30;								// percentage of AI players that must be killed at "crate" missions to be able to trigger completion

		wai_high_value				= true;								// enable the possibility of finding a high value item (defined below crate_items_high_value) inside a crate
		wai_high_value_chance		= 1;								// chance in percent you find above mentioned item

		wai_enable_minefield		= true;								// enable minefields to better defend missions
		wai_use_launchers			= true;								// add a rocket launcher to each spawned AI group
		wai_remove_launcher			= true;								// remove rocket launcher from AI on death

		// Missions
		wai_radio_announce			= true;								// Setting this to true will announce the missions to those that hold a radio only
		wai_hero_limit				= 1;								// define how many hero missions can run at once
		wai_bandit_limit			= 1;								// define how many bandit missions can run at once

		wai_hero_missions = [
			["black_hawk_crash",5],
			["armed_vehicle",5],
			["bandit_base",5],
			["captured_mv22",5],
			["ikea_convoy",5],
			["destroyed_ural",5],
			["disabled_milchopper",5],
			["mayors_mansion",5],
			["weapon_cache",5],
			["bandit_patrol",5],
			["gem_tower",5],
			["cannibal_cave",5],
			["crop_raider",5],
			["drone_pilot",5], 
			["slaughter_house",5],
			["drugbust",5],
			["armybase",5],
			["abandoned_trader",5],
			["lumberjack",5]
		];
		wai_bandit_missions			= [
			["armed_vehicle",5], 
			["black_hawk_crash",5], 
			["captured_mv22",5], 
			["broken_down_ural",5], 
			["hero_base",5], 
			["ikea_convoy",5], 
			["medi_camp",5], 
			["presidents_mansion",5], 
			["sniper_extraction",5], 
			["weapon_cache",5],
			["gem_tower",5],
			["cannibal_cave",5],
			["crop_raider",5],
			["drone_pilot",5], 
			["slaughter_house",5],
			["drugbust",5],
			["armybase",5],
			["abandoned_trader",5],
			["lumberjack",5]
		];
		
		// Vehicle arrays
		armed_vehicle 				= ["ArmoredSUV_PMC_DZE","GAZ_Vodnik_DZE","HMMWV_M1151_M2_CZ_DES_EP1_DZE","HMMWV_M998A2_SOV_DES_EP1_DZE","LandRover_MG_TK_EP1_DZE","LandRover_Special_CZ_EP1_DZE","Pickup_PK_GUE_DZE","Pickup_PK_INS_DZE","Pickup_PK_TK_GUE_EP1_DZE","UAZ_MG_TK_EP1_DZE"];
		armed_chopper 				= ["CH_47F_EP1_DZE","UH1H_DZE","Mi17_DZE","UH60M_EP1_DZE","UH1Y_DZE","MH60S_DZE"];
		civil_chopper 				= ["AH6X_DZ","BAF_Merlin_DZE","MH6J_DZ","Mi17_Civilian_DZ"];
		military_unarmed 			= ["GAZ_Vodnik_MedEvac","HMMWV_Ambulance","HMMWV_Ambulance_CZ_DES_EP1","HMMWV_DES_EP1","HMMWV_DZ","HMMWV_M1035_DES_EP1","LandRover_CZ_EP1","LandRover_TK_CIV_EP1","UAZ_CDF","UAZ_INS","UAZ_RU","UAZ_Unarmed_TK_CIV_EP1","UAZ_Unarmed_TK_EP1","UAZ_Unarmed_UN_EP1"];
		cargo_trucks 				= ["Kamaz","MTVR_DES_EP1","Ural_CDF","Ural_TK_CIV_EP1","Ural_UN_EP1","V3S_Open_TK_CIV_EP1","V3S_Open_TK_EP1"];
		refuel_trucks				= ["KamazRefuel_DZ","MtvrRefuel_DES_EP1_DZ","UralRefuel_TK_EP1_DZ","V3S_Refuel_TK_GUE_EP1_DZ"];
		civil_vehicles 				= ["hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open_EP1","SUV_Blue","SUV_Camo","SUV_Charcoal","SUV_Green","SUV_Orange","SUV_Pink","SUV_Red","SUV_Silver","SUV_TK_CIV_EP1","SUV_White","SUV_Yellow"];

		// Dynamic box array
		crates_large				= ["USVehicleBox","RUVehicleBox","TKVehicleBox_EP1"];
		crates_medium				= ["USBasicWeaponsBox","RUBasicWeaponsBox","USSpecialWeaponsBox","USSpecialWeapons_EP1","RUSpecialWeaponsBox","SpecialWeaponsBox","TKSpecialWeapons_EP1","CZBasicWeapons_EP1","UNBasicWeapons_EP1"];
		crates_small				= ["GuerillaCacheBox","RULaunchersBox","RUBasicAmmunitionBox","RUOrdnanceBox","USBasicAmmunitionBox","USLaunchersBox","USOrdnanceBox","USOrdnanceBox_EP1","USLaunchers_EP1","USBasicWeapons_EP1","USBasicAmmunitionBox_EP1","UNBasicAmmunitionBox_EP1","TKOrdnanceBox_EP1","TKLaunchers_EP1","TKBasicAmmunitionBox_EP1","GuerillaCacheBox_EP1","GERBasicWeapons_EP1"];

		crate_weapons_buildables	= ["ChainSaw","ChainSawB","ChainSawG","ChainSawP","ChainSawR"];
		
		crate_tools					= ["ItemKeyKit","Binocular","Binocular_Vector","ItemCompass","ItemCrowbar","ItemEtool","ItemFishingPole","ItemFlashlightRed","ItemGPS","ItemHatchet_DZE","ItemKnife","ItemMachete","ItemMatchbox_DZE","ItemToolbox","NVGoggles"];
		crate_tools_buildable		= ["ItemToolbox","ItemEtool","ItemCrowbar","ItemKnife"];
		crate_tools_sniper			= ["ItemCompass","Binocular","Binocular_Vector","NVGoggles","ItemGPS"];

		crate_items					= ["FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemBandage","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemGoldBar","ItemGoldBar10oz","CinderBlocks","ItemCanvas","ItemComboLock","ItemLightBulb","ItemLockbox","ItemSandbag","ItemTankTrap","ItemWire","MortarBucket","PartEngine","PartFueltank","PartGeneric","PartGlass","PartPlankPack","PartVRotor","PartWheel","PartWoodPile"];
		crate_items_high_value		= ["ItemBriefcase100oz","ItemVault","30m_plot_kit","ItemHotwireKit"];
		crate_items_food			= ["ItemWaterbottle","FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked"];
		crate_items_buildables		= ["forest_large_net_kit","cinder_garage_kit",["PartPlywoodPack",5],"ItemSandbagExLarge5X","park_bench_kit","ItemComboLock",["CinderBlocks",10],"ItemCanvas","ItemComboLock",["ItemLightBulb",5],"ItemLockbox",["ItemSandbag",10],["ItemTankTrap",10],["ItemWire",10],["MortarBucket",10],["PartPlankPack",5],"PartWoodPile"];
		crate_items_vehicle_repair	= ["PartEngine","PartFueltank","PartGeneric","PartGlass","PartVRotor","PartWheel"];
		crate_items_medical			= ["ItemWaterbottle","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemBandage","FoodCanFrankBeans","FoodCanPasta"];
		crate_items_chainbullets	= ["2000Rnd_762x51_M134","200Rnd_762x51_M240","100Rnd_127x99_M2","150Rnd_127x107_DSHKM"];
		crate_items_sniper			= [["ItemPainkiller",5],"Skin_Sniper1_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ","Skin_GUE_Soldier_Sniper_DZ"];
		crate_items_president		= ["ItemDocument","ItemGoldBar10oz"];

		crate_backpacks_all			= ["DZ_Patrol_Pack_EP1","DZ_Assault_Pack_EP1","DZ_Czech_Vest_Puch","DZ_TerminalPack_EP1","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_CompactPack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
		crate_backpacks_large		= ["DZ_GunBag_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1","DZ_CivilBackpack_EP1"];

		crate_random				= [crate_items,crate_items_high_value,crate_items_food,crate_items_buildables,crate_items_vehicle_repair,crate_items_medical,crate_items_chainbullets,crate_items_sniper,crate_items_president];

	/* END WAI MISSIONS CONFIG */

	/* STATIC MISSIONS CONFIG */

		static_missions				= false;		// use static mission file
		custom_per_world			= false;		// use a custom mission file per world

	/* END STATIC MISSIONS CONFIG */

	WAIconfigloaded = true;

};

И пж подскажите как правильно настроить эти строки в миссии 

 

	if(_complete) then {
		[_crate,[11,ai_wep_random],[19,ai_gear_random],[19,crate_random],[5,crate_backpacks_all]] call dynamic_crate;
	};

 

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  • 0
Надо было тему создавать в разделе помощь по серверам.   

 

 // Конфиг ящика с лутом

    if(_complete) then {

    0: _crate  // Parameters

    1: Максимальное количество оружия ИЛИ [количество,список оружия(gun_array)]

    2: Максимальное количество инструментов ИЛИ [количество,список инструментов(tool_array)]

    3: Максимальное количество предметов ИЛИ [количество,список предметов(item_array)]

    4: Максимальное количество рюкзаков ИЛИ [количество,список рюкзаков(backpack_array)]

    };

    

    Пример:

    if(_complete) then {

        [_crate,16,8,3,4] call dynamic_crate;

    };

    Или

    if(_complete) then {

        [_crate,[16,ai_wep_assault],[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate;

    };

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  • 0

Че те подсказать? Что в гайды постить, а что в вопросы по серверам?

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