I am having issues getting the ground loot script to load with a missions script I've previously had working. Can someone look at this and tell me why the init.sqf is not working? I am guessing it has to do with the locations of the scripts and the }; or something... please help :D
/*This has to be added to the clients init*/
if(isDedicated)exitWith{};
fn_createMissionMarker ={ private["_create","_markerPos","_markerName","_marker"];
//_this = _this select 1;
_create = _this select 0;
if(!_create)then[{ //delete marker
if !(getMarkerColor "MissionMarker" == "")then{ //Only delete existing Marker
deleteMarkerLocal "MissionMarker";
};
},{ //else create marker
_markerPos = _this select 1;
_markerName = _this select 2;
_marker = createMarkerLocal ["MissionMarker", _markerPos];
_marker setMarkerPosLocal _markerPos;
_marker setMarkerTypeLocal "mil_destroy";
_marker setMarkerTextLocal format["%1",_markerName];
_marker setMarkerColorLocal "ColorRed";
_marker setMarkerDirLocal -30;
_marker setMarkerSizeLocal [1.5,1.5];
}];
};
if(!isNil "GlobalMissionMarker")then{GlobalMissionMarker call fn_createMissionMarker};
"GlobalMissionMarker" addPublicVariableEventHandler {_this select 1 call fn_createMissionMarker};
"GlobalHint" addPublicVariableEventHandler {hint parseText format["%1", _this select 1]};
//[]spawn{while{alive player}do{player allowDamage true;vehicle player allowDamage true;}};
};
if (isServer) then {
fn_getBuildingstospawnLoot = compile preProcessFileLineNumbers "custom\LSpawner\fn_LSgetBuildingstospawnLoot.sqf";
LSdeleter = compile preProcessFileLineNumbers "custom\LSpawner\LSdeleter.sqf";
execVM "custom\LSpawner\Lootspawner.sqf";
};

