if (isNil "infantry_weight") then {infantry_weight = 33;}; if (isNil "armor_weight") then {armor_weight = 33;}; if (isNil "air_weight") then {air_weight = 33;}; sleep 1800; private _sleeptime = 0; private _target_player = objNull; private _target_pos = ""; while {GRLIB_csat_aggressivity >= 0.9 && GRLIB_endgame == 0} do { _sleeptime = (1800 + (random 1800)) / (([] call KPLIB_fnc_getOpforFactor) * GRLIB_csat_aggressivity); if (combat_readiness >= 80) then {_sleeptime = _sleeptime * 0.75;}; if (combat_readiness >= 90) then {_sleeptime = _sleeptime * 0.75;}; if (combat_readiness >= 95) then {_sleeptime = _sleeptime * 0.75;}; sleep _sleeptime; waitUntil {sleep 5; combat_readiness >= 70 && {armor_weight >= 50 || air_weight >= 50} }; _target_player = objNull; { if ( (armor_weight >= 50 && {(objectParent _x) isKindOf "Tank"}) || (air_weight >= 50 && {(objectParent _x) isKindOf "Air"}) ) exitWith { _target_player = _x; }; } forEach (allPlayers - entities "HeadlessClient_F"); if (!isNull _target_player) then { _target_pos = [99999, getPos _target_player] call KPLIB_fnc_getNearestSector; if !(_target_pos isEqualTo "") then { [_target_pos] spawn spawn_air; }; }; };