params [ ["_transVeh", objNull, [objNull]] ]; if (isNull _transVeh) exitWith {}; sleep 1; private _transGrp = (group (driver _transVeh)); private _start_pos = getpos _transVeh; private _objPos = [getpos _transVeh] call KPLIB_fnc_getNearestBluforObjective; private _unload_distance = 500; private _crewcount = count crew _transVeh; waitUntil { sleep 0.2; !(alive _transVeh) || !(alive (driver _transVeh)) || (((_transVeh distance _objPos) < _unload_distance) && !(surfaceIsWater (getpos _transVeh))) }; if ((alive _transVeh) && (alive (driver _transVeh))) then { _infGrp = createGroup [GRLIB_side_enemy, true]; { [_x, _start_pos, _infGrp, "PRIVATE", 0.5] call KPLIB_fnc_createManagedUnit; } foreach ([] call KPLIB_fnc_getSquadComp); {_x moveInCargo _transVeh} forEach (units _infGrp); while {(count (waypoints _infGrp)) != 0} do {deleteWaypoint ((waypoints _infGrp) select 0);}; sleep 3; private _transVehWp = _transGrp addWaypoint [getpos _transVeh, 0,0]; _transVehWp setWaypointType "TR UNLOAD"; _transVehWp setWaypointCompletionRadius 200; private _infWp = _infGrp addWaypoint [getpos _transVeh, 0]; _infWp setWaypointType "GETOUT"; _infWp setWaypointCompletionRadius 200; _infWp synchronizeWaypoint [_transVehWp]; {unassignVehicle _transVeh} forEach (units _infGrp); _infGrp leaveVehicle _transVeh; (units _infGrp) allowGetIn false; private _infWp_2 = _infGrp addWaypoint [getpos _transVeh, 250]; _infWp_2 setWaypointType "MOVE"; _infWp_2 setWaypointCompletionRadius 5; waitUntil {sleep 0.5; _crewcount >= count crew _transVeh}; sleep 5; while {(count (waypoints _transGrp)) != 0} do {deleteWaypoint ((waypoints _transGrp) select 0);}; _transVehWp = _transGrp addWaypoint [_objPos, 100]; _transVehWp setWaypointType "SAD"; _transVehWp setWaypointSpeed "NORMAL"; _transVehWp setWaypointBehaviour "COMBAT"; _transVehWp setWaypointCombatMode "RED"; _transVehWp setWaypointCompletionRadius 30; _transVehWp = _transGrp addWaypoint [_objPos, 100]; _transVehWp setWaypointType "SAD"; _transVehWp = _transGrp addWaypoint [_objPos, 100]; _transVehWp setWaypointType "CYCLE"; sleep 10; [_infGrp] spawn battlegroup_ai; };