Jump to content
  • 0
harcosgoogle

How to add Dzai Custom ai Or Wai? Napf map

Question

Hi!

 

How to add custom ai spawn Dzai or Wai? Napf map

    

 

Explanation of DZAI_spawn_units (For spawning infantry AI)
    
    [
        "1489.94,3657.41,0.002",    //This is the marker name to be used as the patrol and spawning area.
        2,                         //This trigger will spawn a group of 2 AI units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL)* Respawn setting. True: AI spawned will respawn (Default). False: AI will not respawn. Spawn area will be deleted when all units have been killed.
    ] call DZAI_spawn_units;

 

Not worked.
    

Share this post


Link to post
Share on other sites

11 answers to this question

Recommended Posts

  • 0
8 hours ago, harcosgoogle said:

    [
        "1489.94,3657.41,0.002",    //This is the marker name to be used as the patrol and spawning area.

It is marker's name, not a coords.

At first you need to define area in "\DZAI\init\world_spawn_configs\custom_markers\cust_markers_napf.sqf".

At second you can spawn an AI in "\DZAI\init\world_spawn_configs\custom_spawns\cust_spawns_napf.sqf".

I do it this way (for cherno):

cust_markers_chernarus.sqf:

Spoiler
/*
	Custom Marker Requirements:
	
	Spawn markers: The area covered by the marker will be used as the patrol and spawning area.
	
		1. Marker shape must be Ellipse (Could be rectangular but the function will consider the marker as elliptical regardless)
		2. Marker should have identical x and y dimensions. If they are different, the smaller dimension will be used instead.
	
	Blacklist markers: If a player is within this area, they will not be selected as a target for dynamic AI spawns.
	
		1. Marker shape may be Ellipse or Rectangle
		2. Marker dimensions should cover the area to be blacklisted.
	
	Example Marker (Note: the marker name must be unique! In this example, it's named "dzaicustomspawntest"):
	
	_this = createMarker ["dzaicustomspawntest", [6650.9883, 9411.541, -6.1035156e-005]];
	_this setMarkerShape "ELLIPSE";
	_this setMarkerType "Empty";
	_this setMarkerBrush "Solid";
	_this setMarkerSize [200, 200];
	_this setMarkerAlpha 0;
	_dzaicustomspawntest = _this;		//_dzaicustomspawntest must be a unique name
	
	Note: This marker is used in the example found in the custom_spawns config files.
*/

//----------------------------Add your custom markers below this line ----------------------------
private ["_i"];
_i = 0;

// Sector FNG
_i = _i + 1;
_this = createMarker [("dzaicustom_marker" + str(_i)), [6605.9,14194.5]];
_this setMarkerShape "ELLIPSE";
_this setMarkerSize [200, 200];

// Zone Alpha
_i = _i + 1;
_this = createMarker [("dzaicustom_marker" + str(_i)), [8051,13555]];
_this setMarkerShape "ELLIPSE";
_this setMarkerSize [300, 300];

// Sigma basecamp
_i = _i + 1;
_this = createMarker [("dzaicustom_marker" + str(_i)), [13703.1,2949.66]];
_this setMarkerShape "ELLIPSE";
_this setMarkerSize [100, 100];

// Kabanino Base
_i = _i + 1;
_this = createMarker [("dzaicustom_marker" + str(_i)), [4573.09,8295.79]];
_this setMarkerShape "ELLIPSE";
_this setMarkerSize [100, 100];

// Mogilevka military base
_i = _i + 1;
_this = createMarker [("dzaicustom_marker" + str(_i)), [7769.39, 4485.57]];
_this setMarkerShape "ELLIPSE";
_this setMarkerSize [100, 100];

// Bor military base
_i = _i + 1;
_this = createMarker [("dzaicustom_marker" + str(_i)), [2881.09,4482.84]];
_this setMarkerShape "ELLIPSE";
_this setMarkerSize [100, 100];

// Novy military base
_i = _i + 1;
_this = createMarker [("dzaicustom_marker" + str(_i)), [9325.18, 11505.40]];
_this setMarkerShape "ELLIPSE";
_this setMarkerSize [100, 100];

// Polana military base
_i = _i + 1;
_this = createMarker [("dzaicustom_marker" + str(_i)), [11138.69, 7897.47]];
_this setMarkerShape "ELLIPSE";
_this setMarkerSize [100, 100];

 

cust_spawns_chernarus.sqf:

Spoiler
/*
	DZAI Custom Spawn Definitions File
	
	Description: Defines all custom AI spawns here. Note that you must first define a custom spawn area
	by creating an area marker in the appropriate file in the custom_markers folder.
	
	Explanation of DZAI_spawn_units (For spawning infantry AI)
	
	[
		"dzaicustomspawntest",	//This is the marker name to be used as the patrol and spawning area.
		2, 						//This trigger will spawn a group of 2 AI units.
		1,						//Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
		true					//(OPTIONAL)* Respawn setting. True: AI spawned will respawn (Default). False: AI will not respawn. Spawn area will be deleted when all units have been killed.
	] call DZAI_spawn_units;
	
	The above DZAI_spawn_units call will create 2 respawning AI units with weapons from DayZ's military loot table.
	
	[
		"dzaicustomspawntest",	//This is the marker name to be used as the patrol and spawning area.
		"ArmoredSUV_PMC_DZ",	//Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
		[3,1],					//Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
		1,						//Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
		true,					//(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
		600						//(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
	] call DZAI_spawn_vehicle;
	
	The above DZAI_spawn_vehicle call will spawn an Armored SUV with 1 driver, 3 passenger units and 1 gunner unit with military-grade weapons, and will respawn after 600 seconds (10 minutes).

	* Optional parameters may be left out of the function call. A default action will be taken instead.
	
	Weapon Grade explanation:
	
	0: Approx 40% of maximum AI skill potential - weapon from Farm/Residential loot table.
	1: Approx 55% of maximum AI skill potential - weapon from Military loot table
	2: Approx 70% of maximum AI skill potential - weapon from MilitarySpecial (Barracks) loot table
	3: Approx 80% of maximum AI skill potential - weapon from HeliCrash loot table 
	
	
	
*/

//----------------------------Add your custom spawn definitions below this line ----------------------------
private ["_i"];
_i = 0;

// Sector FNG
_i = _i + 1;
[("dzaicustom_marker" + str(_i)), 5, 3, true] call DZAI_spawn_units;
[("dzaicustom_marker" + str(_i)), 5, 3, true] call DZAI_spawn_units;
[("dzaicustom_marker" + str(_i)), 5, 3, true] call DZAI_spawn_units;
[("dzaicustom_marker" + str(_i)), 5, 3, true] call DZAI_spawn_units;
[("dzaicustom_marker" + str(_i)), 5, 3, true] call DZAI_spawn_units;

// Zone Alpha
_i = _i + 1;
[("dzaicustom_marker" + str(_i)), 5, 3, true] call DZAI_spawn_units;
[("dzaicustom_marker" + str(_i)), 5, 3, true] call DZAI_spawn_units;
[("dzaicustom_marker" + str(_i)), 5, 3, true] call DZAI_spawn_units;
[("dzaicustom_marker" + str(_i)), 5, 3, true] call DZAI_spawn_units;
[("dzaicustom_marker" + str(_i)), 5, 3, true] call DZAI_spawn_units;

// Sigma basecamp
_i = _i + 1;
[("dzaicustom_marker" + str(_i)), 3, 2, true] call DZAI_spawn_units;
[("dzaicustom_marker" + str(_i)), 3, 2, true] call DZAI_spawn_units;
[("dzaicustom_marker" + str(_i)), 3, 2, true] call DZAI_spawn_units;

// Kabanino Base
_i = _i + 1;
[("dzaicustom_marker" + str(_i)), 3, 1, true] call DZAI_spawn_units;
[("dzaicustom_marker" + str(_i)), 3, 2, true] call DZAI_spawn_units;
[("dzaicustom_marker" + str(_i)), 3, 3, true] call DZAI_spawn_units;

// Mogilevka military base
_i = _i + 1;
[("dzaicustom_marker" + str(_i)), 3, 1, true] call DZAI_spawn_units;
[("dzaicustom_marker" + str(_i)), 3, 2, true] call DZAI_spawn_units;
[("dzaicustom_marker" + str(_i)), 3, 3, true] call DZAI_spawn_units;

// Bor military base
_i = _i + 1;
[("dzaicustom_marker" + str(_i)), 3, 1, true] call DZAI_spawn_units;
[("dzaicustom_marker" + str(_i)), 3, 2, true] call DZAI_spawn_units;
[("dzaicustom_marker" + str(_i)), 3, 3, true] call DZAI_spawn_units;

// Novy military base
_i = _i + 1;
[("dzaicustom_marker" + str(_i)), 3, 1, true] call DZAI_spawn_units;
[("dzaicustom_marker" + str(_i)), 3, 2, true] call DZAI_spawn_units;
[("dzaicustom_marker" + str(_i)), 3, 3, true] call DZAI_spawn_units;

// Polana military base
_i = _i + 1;
[("dzaicustom_marker" + str(_i)), 3, 1, true] call DZAI_spawn_units;
[("dzaicustom_marker" + str(_i)), 3, 2, true] call DZAI_spawn_units;
[("dzaicustom_marker" + str(_i)), 3, 3, true] call DZAI_spawn_units;

 

 

Share this post


Link to post
Share on other sites
  • 0
On 4/23/2017 at 2:55 PM, harcosgoogle said:


    [
        "1489.94,3657.41,0.002",    //This is the marker name to be used as the patrol and spawning area.
        2,                         //This trigger will spawn a group of 2 AI units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL)* Respawn setting. True: AI spawned will respawn (Default). False: AI will not respawn. Spawn area will be deleted when all units have been killed.
    ] call DZAI_spawn_units;

Well its pretty simple, first, I get my markers in the editor, so do that. Then go in DZAI/init/world_spawn_configs  you will work with these two files custom_markers and custom_spawns.

In custom_markers is one of mine;

    _this = createMarker ["northairfield1", [15642.271, 15623.963, 1.335144e-005]];  /////REPLACE THE MARKER NAME BY YOUR AND PUT THE COORD YOU TOOK IN THE EDITOR
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [300, 300];
    _this setMarkerAlpha 0;
    _northairfield1 = _this;        //_northairfield1 must be a unique name  /////NAME IT THE SAME AS YOUR MARKER

 

In the custom_spawns

            [
        "northairfield1",        //This is the marker name to be used as the patrol and spawning area. ////// NEED TO BE SAME NAME OF YOUR MARKER
        3,                                 //This trigger will spawn a group of 2 AI units.
        3,                                 //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                             //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. 
        ] call DZAI_spawn_units;

 

You repeat that for each markers you have. I'm adding mine here and use it as an example only it set to kick players ass with tanks...... 

custom_markers

Spoiler

/*
    Custom Marker Requirements:
    
    Spawn markers: The area covered by the marker will be used as the patrol and spawning area.
    
        1. Marker shape must be Ellipse (Could be rectangular but the function will consider the marker as elliptical regardless)
        2. Marker should have identical x and y dimensions. If they are different, the smaller dimension will be used instead.
    
    Blacklist markers: If a player is within this area, they will not be selected as a target for dynamic AI spawns.
    
        1. Marker shape may be Ellipse or Rectangle
        2. Marker dimensions should cover the area to be blacklisted.
    
    Example Marker (Note: the marker name must be unique! In this example, it's named "dzaicustomspawntest"):
    
    _this = createMarker ["dzaicustomspawntest", [6650.9883, 9411.541, -6.1035156e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Empty";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _dzaicustomspawntest = _this;        //_dzaicustomspawntest must be a unique name
    
    Note: This marker is used in the example found in the custom_spawns config files.
*/

//----------------------------Add your custom markers below this line ----------------------------

    _this = createMarker ["PrisonHeli", [1249.0972, 3198.5513, 7.6293945e-006]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [800, 800];
    _this setMarkerAlpha 0;
    _PrisonHeli = _this;        //_PrisonHeli must be a unique name

        _this = createMarker ["PrisonPoliceCar", [1561.6631, 3483.9092, 6.1511993e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _PrisonPoliceCar = _this;        //_PrisonPoliceCar must be a unique name
    
    _this = createMarker ["PrisonVehiclePatrol1", [922.24799, 3449.2524, 7.6293945e-006]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [500, 500];
    _this setMarkerAlpha 0;
    _PrisonVehiclePatrol1 = _this;        //_PrisonVehiclePatrol1 must be a unique name
    
    _this = createMarker ["PrisonVehiclePatrol2", [1560.1517, 2718.1328, -2.0980835e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [500, 500];
    _this setMarkerAlpha 0;
    _PrisonVehiclePatrol2 = _this;        //_PrisonVehiclePatrol2 must be a unique name
    
        _this = createMarker ["PfeffikonIslandVehicle1", [18532.668, 17119.523, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [500, 500];
    _this setMarkerAlpha 0;
    _PfeffikonIslandVehicle1 = _this;        //_PfeffikonIslandVehicle1 must be a unique name
    
    _this = createMarker ["PfeffikonIslandVehicle2", [17628.65, 18975.955, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [600, 2600];
    _this setMarkerAlpha 0;
    _PfeffikonIslandVehicle2 = _this;        //_PfeffikonIslandVehicle2 must be a unique name
    
    _this = createMarker ["PfeffikonIslandJet", [17227.723, 18377.174, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [1000, 1000];
    _this setMarkerAlpha 0;
    _PfeffikonIslandJet = _this;        //_PfeffikonIslandJet must be a unique name

        _this = createMarker ["bank", [5523.7217, 12099.779, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [400, 400];
    _this setMarkerAlpha 0;
    _bank = _this;        //_bank must be a unique name


    _this = createMarker ["northairfield1", [15642.271, 15623.963, 1.335144e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [300, 300];
    _this setMarkerAlpha 0;
    _northairfield1 = _this;        //_northairfield1 must be a unique name

    _this = createMarker ["northairfield2", [15079.326, 16047.576, -9.5367432e-006]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [300, 300];
    _this setMarkerAlpha 0;
    _northairfield2 = _this;        //_northairfield2 must be a unique name

    _this = createMarker ["northairfield3", [15151.502, 16240.169, 9.5367432e-006]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [300, 300];
    _this setMarkerAlpha 0;
    _northairfield3 = _this;        //_northairfield3 must be a unique name

    _this = createMarker ["northairfield4", [15060.848, 16488.09, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [300, 300];
    _this setMarkerAlpha 0;
    _northairfield4 = _this;        //_northairfield4 must be a unique name

    _this = createMarker ["northairfield5", [14728.923, 16645.992, -1.7166138e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [300, 300];
    _this setMarkerAlpha 0;
    _Pnorthairfield5 = _this;        //_northairfield5 must be a unique name

    _this = createMarker ["northairfield6", [14667.258, 16366.853, 6.3896179e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [300, 300];
    _this setMarkerAlpha 0;
    _northairfield6 = _this;        //_northairfield6 must be a unique name

    _this = createMarker ["northairfield7", [14445.954, 16828.33, 2.2888184e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [300, 300];
    _this setMarkerAlpha 0;
    _northairfield7 = _this;        //_northairfield7 must be a unique name

    _this = createMarker ["northairfield8", [14297.938, 17126.387, -2.8610229e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [300, 300];
    _this setMarkerAlpha 0;
    _northairfield8 = _this;        //_northairfield8 must be a unique name
    
        _this = createMarker ["northairfield9", [14480.097, 17007.912, 9.5367432e-006]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [300, 300];
    _this setMarkerAlpha 0;
    _northairfield9 = _this;        //_northairfield9 must be a unique name
    
        _this = createMarker ["northairfield10", [14868.607, 16305.166, 4.7683716e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [300, 300];
    _this setMarkerAlpha 0;
    _northairfield10 = _this;        //_northairfield10 must be a unique name

    _this = createMarker ["northairfieldchopper", [14806.279, 16643.713, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [500, 500];
    _this setMarkerAlpha 0;
    _northairfieldchopper = _this;        //_northairfieldchopper must be a unique name  

        _this = createMarker ["GoldMine1", [13061.906, 3781.8235, -0.00021362305]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [50, 50];
    _this setMarkerAlpha 0;
    _GoldMine1 = _this;        //_GoldMine1 must be a unique name

    _this = createMarker ["GoldMine2", [13189.101, 3894.2209, 3.0517578e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [50, 50];
    _this setMarkerAlpha 0;
    _GoldMine2 = _this;        //_GoldMine2 must be a unique name
       
    _this = createMarker ["GoldMine3", [13065.565, 3858.345, 0.00015258789]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [50, 50];
    _this setMarkerAlpha 0;
    _GoldMine3 = _this;        //_GoldMine3 must be a unique name   

    _this = createMarker ["IslandMission1", [17397.52, 17141.604, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _IslandMission1 = _this;        //_IslandMission1 must be a unique name  
    
    _this = createMarker ["IslandMission2", [16904.879, 17461.25, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _IslandMission2 = _this;        //_IslandMission2 must be a unique name  
    
    _this = createMarker ["IslandMission3", [17240.348, 17851.77, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _IslandMission3 = _this;        //_IslandMission3 must be a unique name  
    
    _this = createMarker ["IslandMission4", [16856.344, 18500.701, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _IslandMission4 = _this;        //_IslandMission4 must be a unique name  
    
    _this = createMarker ["IslandMission5", [17122.541, 18794.658, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _IslandMission5 = _this;        //_IslandMission5 must be a unique name  
    
    _this = createMarker ["IslandMission6", [16582.297, 18593.945, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _IslandMission6 = _this;        //_IslandMission6 must be a unique name  
    
    _this = createMarker ["IslandMission7", [16397.217, 18412.713, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [300, 300];
    _this setMarkerAlpha 0;
    _IslandMission7 = _this;        //_IslandMission7 must be a unique name  
    
    _this = createMarker ["IslandMission8", [16135.623, 18686.703, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [300, 300];
    _this setMarkerAlpha 0;
    _IslandMission8 = _this;        //_IslandMission8 must be a unique name  
    
    _this = createMarker ["IslandMission9", [16236.898, 19206.832, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [300, 300];
    _this setMarkerAlpha 0;
    _IslandMission9 = _this;        //_IslandMission9 must be a unique name  
    
    _this = createMarker ["IslandMission10", [15717.968, 19668.088, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [300, 300];
    _this setMarkerAlpha 0;
    _IslandMission10 = _this;        //_IslandMission10 must be a unique name  
    
    _this = createMarker ["IslandMission11", [15744.924, 19041.947, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [300, 300];
    _this setMarkerAlpha 0;
    _IslandMission11 = _this;        //_IslandMission11 must be a unique name  
    
    _this = createMarker ["IslandMission12", [16372.393, 18263.768, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [300, 300];
    _this setMarkerAlpha 0;
    _IslandMission12 = _this;        //_IslandMission12 must be a unique name  
    

    _this = createMarker ["northairfield", [15687.916, 15466.237, -6.6757202e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _northairfield = _this;        //_northairfield must be a unique name      

    _this = createMarker ["northairfield1", [15161.463, 15918.825, 0.00017738342]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [25, 25];
    _this setMarkerAlpha 0;
    _northairfield1 = _this;        //_northairfield1 must be a unique name
     
    _this = createMarker ["northairfield2", [15362.923, 16030.355, 1.7166138e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _northairfield2 = _this;        //_northairfield2 must be a unique name
      
    _this = createMarker ["northairfield3", [15055.222, 16096.552, 8.0108643e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [50, 50];
    _this setMarkerAlpha 0;
    _northairfield3 = _this;        //_northairfield3 must be a unique name
       
    _this = createMarker ["northairfield4", [15173.404, 16210.592, 9.5367432e-006]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _northairfield4 = _this;        //_northairfield4 must be a unique name
     
    _this = createMarker ["northairfield5", [15185.709, 16453.271, 0.00039672852]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _northairfield5 = _this;        //_northairfield5 must be a unique name
        
    _this = createMarker ["northairfield6", [15024.643, 16301.271, 0.00010871887]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [50, 50];
    _this setMarkerAlpha 0;
    _northairfield6 = _this;        //_northairfield6 must be a unique name

    _this = createMarker ["northairfield7", [14685.254, 16070.523, 0.00012397766]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _northairfield7 = _this;        //_northairfield7 must be a unique name
      
    _this = createMarker ["northairfield8", [14974.349, 16081.756, 8.7738037e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [50, 50];
    _this setMarkerAlpha 0;
    _northairfield8 = _this;        //_northairfield8 must be a unique name        

    _this = createMarker ["northairfield9", [14912.298, 16255.334, 7.8201294e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _northairfield9 = _this;        //_northairfield9 must be a unique name

        _this = createMarker ["northairfield10", [14853.313, 16345.195, 0.00016212463]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _northairfield10 = _this;        //_northairfield10 must be a unique name

    _this = createMarker ["northairfield11", [14598.932, 16357.478, 4.6253204e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [25, 25];
    _this setMarkerAlpha 0;
    _northairfield11 = _this;        //_northairfield11 must be a unique name
       
    _this = createMarker ["northairfield12", [14357.893, 16290.33, -0.00045394897]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _northairfield12 = _this;        //_northairfield12 must be a unique name        

    _this = createMarker ["northairfield13", [14336.59, 16522.568, 0.00012874603]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _northairfield13 = _this;        //_northairfield13 must be a unique name      

        _this = createMarker ["northairfield14", [14669.814, 16577.594, 0.00028800964]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _northairfield14 = _this;        //_northairfield14 must be a unique name

        _this = createMarker ["northairfield15", [15016.494, 16657.316, 6.7710876e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _northairfield15 = _this;        //_northairfield15 must be a unique name

    _this = createMarker ["northairfield16", [14761.571, 16822.063, 0.00015830994]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _northairfield16 = _this;        //_northairfield16 must be a unique name        

    _this = createMarker ["northairfield17", [14621.092, 16747.982, 4.3869019e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _northairfield17 = _this;        //_northairfield17 must be a unique name        

    _this = createMarker ["northairfield18", [14592.957, 16788.09, 11.62995]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [75, 75];
    _this setMarkerAlpha 0;
    _northairfield18 = _this;        //_northairfield18 must be a unique name      
        
        _this = createMarker ["northairfield19", [14370.029, 16872.08, 6.4849854e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _northairfield19 = _this;        //_northairfield19 must be a unique name
    
            _this = createMarker ["northairfield20", [14569.199, 17103.898, 0.00017166138]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _northairfield20 = _this;        //_northairfield20 must be a unique name
    
            _this = createMarker ["northairfield21", [14384.846, 17019.941, -1.9073486e-006]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _northairfield21 = _this;        //_northairfield21 must be a unique name
    
            _this = createMarker ["northairfield22", [14305.259, 17300.189, -4.1484833e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _northairfield22 = _this;        //_northairfield22 must be a unique name
    
            _this = createMarker ["northairfield23", [14246.796, 17162.193, -1.5258789e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _northairfield23 = _this;        //_northairfield23 must be a unique name
    
            _this = createMarker ["northairfield24", [13989.964, 17172.033, -0.00029659271]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _northairfield24 = _this;        //_northairfield24 must be a unique name
    
            _this = createMarker ["northairfield25", [13617.499, 17098.846, 0.00055122375]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _northairfield25 = _this;        //_northairfield25 must be a unique name
    
            _this = createMarker ["northairfield26", [14018.508, 16868.955, -5.7220459e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _northairfield26 = _this;        //_northairfield26 must be a unique name
    
            _this = createMarker ["northairfield27", [14188.327, 16730.24, 0.00022554398]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _northairfield27 = _this;        //_northairfield27 must be a unique name
    

    
    _this = createMarker ["blockedroad1", [14589.753, 13802.364, 5.865097e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _blockedroad1 = _this;        //_blockedroad1 must be a unique name
    
    
    _this = createMarker ["blockedroad2", [14631.009, 13821.373, -5.2928925e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _blockedroad2 = _this;        //_blockedroad2 must be a unique name
    
    _this = createMarker ["blockedroad3", [14556.007, 13789.649, -3.6239624e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _blockedroad3 = _this;        //_blockedroad3 must be a unique name
    
        _this = createMarker ["blockedroad4", [14616.966, 13737.842, -4.1484833e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _blockedroad4 = _this;        //_blockedroad4 must be a unique name
    
    _this = createMarker ["blockedroad5", [14608.357, 13864.357, 0.2594409]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _blockedroad5 = _this;        //_blockedroad5 must be a unique name

        _this = createMarker ["blockedroad6", [6430.1953, 9575.3633, 1.9073486e-006]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _blockedroad6 = _this;        //_blockedroad6 must be a unique name

        _this = createMarker ["blockedroad7", [6402.9409, 9647.0166, -0.0001039505]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _blockedroad7 = _this;        //_blockedroad7 must be a unique name
    
    _this = createMarker ["blockedroad8", [6438.5356, 9592.21, 4.7683716e-006]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _blockedroad8 = _this;        //_blockedroad8 must be a unique name
    
    _this = createMarker ["blockedroad9", [6379.5537, 9575.4629, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _blockedroad9 = _this;        //_blockedroad9 must be a unique name

        _this = createMarker ["blockedroad10", [6413.7051, 9583.2217, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _blockedroad10 = _this;        //_blockedroad10 must be a unique name

        _this = createMarker ["blockedroad11", [6494.4746, 9642.0059, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _blockedroad11 = _this;        //_blockedroad11 must be a unique name

        _this = createMarker ["blockedroad12", [7452.0518, 14884.444, -1.335144e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _blockedroad12 = _this;        //_blockedroad12 must be a unique name

        _this = createMarker ["blockedroad13", [7426.8848, 14895.276, 6.1035156e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _blockedroad13 = _this;        //_blockedroad13 must be a unique name
    
    _this = createMarker ["blockedroad14", [7409.3208, 14868.424, -7.6293945e-006]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _blockedroad14 = _this;        //_blockedroad14 must be a unique name
    
    _this = createMarker ["blockedroad15", [7445.2715, 14837.629, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _blockedroad15 = _this;        //_blockedroad15 must be a unique name

        _this = createMarker ["blockedroad16", [7375.1953, 14993.111, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _blockedroad16 = _this;        //_blockedroad16 must be a unique name
    
    _this = createMarker ["blockedroad17", [7491.4756, 14728.758, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _blockedroad17 = _this;        //_blockedroad17 must be a unique name


        _this = createMarker ["prison1", [1485.1357, 3573.2776, 10.880555]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _prison1 = _this;        //_prison1 must be a unique name

    _this = createMarker ["prison2", [1488.4634, 3557.8821, 10.94685]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _prison2 = _this;        //_prison2 must be a unique name
       
    _this = createMarker ["prison3", [1450.3531, 3590.6411, -2.1457672e-006]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _prison3 = _this;        //_prison3 must be a unique name   

    _this = createMarker ["prison4", [1446.8862, 3534.9866, 1.1920929e-006]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _prison4 = _this;        //_prison4 must be a unique name      

    _this = createMarker ["prison5", [1481.077, 3431.2112, 7.6293945e-006]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [25, 25];
    _this setMarkerAlpha 0;
    _prison5 = _this;        //_prison5 must be a unique name
     
    _this = createMarker ["prison6", [1482.7233, 3500.5713, 6.9141388e-006]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _prison6 = _this;        //_prison6 must be a unique name
      
    _this = createMarker ["prison7", [1514.308, 3507.9116, 1.2636185e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [50, 50];
    _this setMarkerAlpha 0;
    _prison7 = _this;        //_prison7 must be a unique name
       
    _this = createMarker ["prison8", [1495.4636, 3465.083, 1.9073486e-006]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _prison8 = _this;        //_prison8 must be a unique name
     
    _this = createMarker ["prison9", [1547.2219, 3501.8984, 2.8371811e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _prison9 = _this;        //_prison9 must be a unique name
        
    _this = createMarker ["prison10", [1502.6592, 3608.7532, 2.7179718e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [50, 50];
    _this setMarkerAlpha 0;
    _prison10 = _this;        //_prison10 must be a unique name

    _this = createMarker ["prison11", [1230.5559, 3850.2012, 3.0517578e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _prison11 = _this;        //_prison11 must be a unique name
      
    _this = createMarker ["prison12", [1196.5084, 3336.6558, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [50, 50];
    _this setMarkerAlpha 0;
    _prison12 = _this;        //_prison12 must be a unique name        

    _this = createMarker ["prison13", [1300.8127, 2889.7192, -2.2888184e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _prison13 = _this;        //_prison13 must be a unique name

        _this = createMarker ["prison14", [1510.8828, 2452.958, 2.2888184e-005]];
     _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _prison14 = _this;        //_prison14 must be a unique name

    _this = createMarker ["prison15", [1526.4423, 3047.2361, 3.8146973e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [25, 25];
    _this setMarkerAlpha 0;
    _prison15 = _this;        //_prison15 must be a unique name
     

     

    
        
    
    _this = createMarker ["HasenmattIsland1", [11103.989, 18134.199, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _HasenmattIsland1 = _this;        //_HasenmattIsland1 must be a unique name        

    _this = createMarker ["HasenmattIsland2", [11251.969, 18312.256, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _HasenmattIsland2 = _this;        //_HasenmattIsland2 must be a unique name        

    _this = createMarker ["HasenmattIsland3", [11325.357, 18473.469, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [75, 75];
    _this setMarkerAlpha 0;
    _HasenmattIsland3 = _this;        //_HasenmattIsland3 must be a unique name      
        
        _this = createMarker ["HasenmattIsland4", [13049.659, 18417.57, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _HasenmattIsland4 = _this;        //_HasenmattIsland4 must be a unique name
        
    _this = createMarker ["HasenmattIsland5", [12777.706, 18438.555, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _HasenmattIsland5 = _this;        //_HasenmattIsland5 must be a unique name
    
    _this = createMarker ["HasenmattIsland6", [12495.68, 18520.813, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _HasenmattIsland6 = _this;        //_HasenmattIsland6 must be a unique name
    
    _this = createMarker ["HasenmattIsland7", [13790.06, 19272.748, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _HasenmattIsland7 = _this;        //_HasenmattIsland7 must be a unique name
    
        _this = createMarker ["HasenmattIsland8", [13246.268, 19456.818, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _HasenmattIsland8 = _this;        //_HasenmattIsland8 must be a unique name
    
    _this = createMarker ["HasenmattIsland9", [12834.813, 19483.287, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _HasenmattIsland9 = _this;        //_HasenmattIsland9 must be a unique name

        _this = createMarker ["HasenmattIsland10", [13269.125, 19745.559, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _HasenmattIsland10 = _this;        //_HasenmattIsland10 must be a unique name

    
    
        
        _this = createMarker ["pfeffikonIsland1", [18669.098, 16853.973, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _pfeffikonIsland1 = _this;        //_pfeffikonIsland1 must be a unique name
    
    _this = createMarker ["pfeffikonIsland2", [18306.623, 17337.268, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _pfeffikonIsland2 = _this;        //_pfeffikonIsland2 must be a unique name
    
    _this = createMarker ["pfeffikonIsland3", [18650.744, 17581.975, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _pfeffikonIsland3 = _this;        //_pfeffikonIsland3 must be a unique name

        _this = createMarker ["pfeffikonIsland4", [18367.801, 17973.506, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _pfeffikonIsland4 = _this;        //_pfeffikonIsland4 must be a unique name

        _this = createMarker ["pfeffikonIsland5", [17996.15, 18436.92, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _pfeffikonIsland5 = _this;        //_pfeffikonIsland5 must be a unique name

        _this = createMarker ["pfeffikonIsland6", [18182.738, 18712.215, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _pfeffikonIsland6 = _this;        //_pfeffikonIsland6 must be a unique name

        _this = createMarker ["pfeffikonIsland7", [17820.268, 19050.217, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _pfeffikonIsland7 = _this;        //_pfeffikonIsland7 must be a unique name
    
    _this = createMarker ["pfeffikonIsland8", [17881.443, 19412.689, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _pfeffikonIsland8 = _this;        //_pfeffikonIsland8 must be a unique name
    

    
    _this = createMarker ["mission1", [17298.18, 17010.982, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission1 = _this;        //_mission1 must be a unique name
    
    _this = createMarker ["mission2", [16773.797, 19196.539, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission2 = _this;        //_mission2 must be a unique name
    
    _this = createMarker ["mission3", [17446.697, 16914.965, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission3 = _this;        //_mission3 must be a unique name
    
    _this = createMarker ["mission4", [17408.014, 17055.193, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission4 = _this;        //_mission4 must be a unique name
    
    _this = createMarker ["mission5", [17279.973, 17396.027, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission5 = _this;        //_mission5 must be a unique name
    
    _this = createMarker ["mission6", [17001.926, 17340.729, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission6 = _this;        //_mission6 must be a unique name
    
    _this = createMarker ["mission7", [17340.725, 17747.287, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission7 = _this;        //_mission7 must be a unique name

        _this = createMarker ["mission8", [17070.463, 17899.941, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission8 = _this;        //_mission8 must be a unique name
    
    _this = createMarker ["mission9", [16930.596, 17608.668, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission9 = _this;        //_mission9 must be a unique name
    
    _this = createMarker ["mission10", [16872.182, 17949.801, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission10 = _this;        //_mission10 must be a unique name
    
    _this = createMarker ["mission11", [16831.682, 18468.514, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission11 = _this;        //_mission11 must be a unique name
    
    _this = createMarker ["mission12", [16586.182, 18154.637, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission12 = _this;        //_mission12 must be a unique name
    
    _this = createMarker ["mission13", [16591.352, 18243.699, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission13 = _this;        //_mission13 must be a unique name
    
    _this = createMarker ["mission14", [16415.443, 18320.811, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission14 = _this;        //_mission14 must be a unique name
    
    _this = createMarker ["mission15", [16316.838, 18400.715, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission15 = _this;        //_mission15 must be a unique name

        _this = createMarker ["mission16", [16398.545, 18452.834, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission16 = _this;        //mission16 must be a unique name
    
        _this = createMarker ["mission17", [16327.936, 18524.787, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission17 = _this;        //_mission17 must be a unique name
    
    _this = createMarker ["mission18", [16589.406, 18550.57, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission18 = _this;        //_mission18 must be a unique name
    
    _this = createMarker ["mission19", [16394.953, 17917.215, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission19 = _this;        //_mission19 must be a unique name
    
    _this = createMarker ["mission20", [17128.74, 18784.148, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission20 = _this;        //_mission20 must be a unique name
        
        _this = createMarker ["mission21", [16289.355, 18912.258, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission21 = _this;        //_mission21 must be a unique name

        _this = createMarker ["mission22", [16289.355, 18912.258, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission22 = _this;        //_mission22 must be a unique name

        _this = createMarker ["mission23", [16061.327, 18772.445, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission23 = _this;        //_mission23 must be a unique name

        _this = createMarker ["mission24", [15682.186, 19534.631]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission24 = _this;        //_mission24 must be a unique name

        _this = createMarker ["mission25", [15749.514, 19715.818, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission25 = _this;        //_mission25 must be a unique name

        _this = createMarker ["mission26", [15763.813, 19301.65, 7.2479248e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission26 = _this;        //_mission26 must be a unique name

        _this = createMarker ["mission27", [15907.451, 19219.641, -0.00016021729]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission27 = _this;        //_mission27 must be a unique name

        _this = createMarker ["mission28", [15876.288, 19015.643, 0.00020217896]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission28 = _this;        //_mission28 must be a unique name

        _this = createMarker ["mission29", [16056.501, 18985.551, 9.9182129e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission29 = _this;        //_mission29 must be a unique name

        _this = createMarker ["mission30", [16683.672, 17468.043, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission30 = _this;        //_mission30 must be a unique name

        _this = createMarker ["mission31", [16689.99, 17662.902, 0]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission31 = _this;        //_mission31 must be a unique name

        _this = createMarker ["mission32", [16263.775, 18771.84, -0.00024032593]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission32 = _this;        //_mission32 must be a unique name

        _this = createMarker ["mission33", [16906.305, 18274.1, 3.8146973e-006]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission33 = _this;        //_mission33 must be a unique name

        _this = createMarker ["mission34", [16964.242, 18057.666, -4.196167e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _mission34 = _this;        //_mission34 must be a unique name

custom_spawn;

Spoiler

/*
    DZAI Custom Spawn Definitions File
    
    Description: Defines all custom AI spawns here. Note that you must first define a custom spawn area
    by creating an area marker in the appropriate file in the custom_markers folder.
    
    Explanation of DZAI_spawn_units (For spawning infantry AI)
    
    [
        "dzaicustomspawntest",    //This is the marker name to be used as the patrol and spawning area.
        2,                         //This trigger will spawn a group of 2 AI units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL)* Respawn setting. True: AI spawned will respawn (Default). False: AI will not respawn. Spawn area will be deleted when all units have been killed.
    ] call DZAI_spawn_units;
    
    The above DZAI_spawn_units call will create 2 respawning AI units with weapons from DayZ's military loot table.
    
    [
        "dzaicustomspawntest",    //This is the marker name to be used as the patrol and spawning area.
        "ArmoredSUV_PMC_DZ",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [3,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        600                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
    ] call DZAI_spawn_vehicle;
    
    The above DZAI_spawn_vehicle call will spawn an Armored SUV with 1 driver, 3 passenger units and 1 gunner unit with military-grade weapons, and will respawn after 600 seconds (10 minutes).

    * Optional parameters may be left out of the function call. A default action will be taken instead.
    
    Weapon Grade explanation:
    
    0: Approx 40% of maximum AI skill potential - weapon from Farm/Residential loot table.
    1: Approx 55% of maximum AI skill potential - weapon from Military loot table
    2: Approx 70% of maximum AI skill potential - weapon from MilitarySpecial (Barracks) loot table
    3: Approx 80% of maximum AI skill potential - weapon from HeliCrash loot table 
    
    
    
*/

//----------------------------Add your custom spawn definitions below this line ----------------------------

                [
        "PrisonHeli",    //This is the marker name to be used as the patrol and spawning area.
        "UH1H_TK_GUE_EP1",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;

        [
        "PrisonPoliceCar",    //This is the marker name to be used as the patrol and spawning area.
        "policecar",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;    

        [
        "PrisonVehiclePatrol1",    //This is the marker name to be used as the patrol and spawning area.
        "HMMWV_M998_crows_M2_DES_EP1",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;    

        [
        "PrisonVehiclePatrol2",    //This is the marker name to be used as the patrol and spawning area.
        "LandRover_MG_TK_EP1_DZE",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;    

        [
        "PfeffikonIslandVehicle1",    //This is the marker name to be used as the patrol and spawning area.
        "BAF_Jackal2_L2A1_w",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;    

        [
        "PfeffikonIslandVehicle2",    //This is the marker name to be used as the patrol and spawning area.
        "HMMWV_M998_crows_M2_DES_EP1",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [3,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;    

        [
        "PfeffikonIslandJet",    //This is the marker name to be used as the patrol and spawning area.
        "Mi17_DZE",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [1,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;

                [
        "bank",    //This is the marker name to be used as the patrol and spawning area.
        "policecar",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        600                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;

                [
        "northairfield1",    //This is the marker name to be used as the patrol and spawning area.
        "HMMWV_M998_crows_M2_DES_EP1",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;

                [
        "northairfield2",    //This is the marker name to be used as the patrol and spawning area.
        "HMMWV_M998A2_SOV_DES_EP1_DZE",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;

                [
        "northairfield3",    //This is the marker name to be used as the patrol and spawning area.
        "HMMWV_Avenger_DES_EP1",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        2400                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;

                [
        "northairfield4",    //This is the marker name to be used as the patrol and spawning area.
        "UAZ_SPG9_INS",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        2800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;

                [
        "northairfield5",    //This is the marker name to be used as the patrol and spawning area.
        "BTR40_MG_TK_INS_EP1",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;

                [
        "northairfield6",    //This is the marker name to be used as the patrol and spawning area.
        "HMMWV_M1151_M2_CZ_DES_EP1_DZE",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;

                [
        "northairfield7",    //This is the marker name to be used as the patrol and spawning area.
        "ArmoredSUV_PMC_DZE",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;

                [
        "northairfield8",    //This is the marker name to be used as the patrol and spawning area.
        "ZSU_TK_EP1",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        3000                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;
            
                            [
        "northairfield9",    //This is the marker name to be used as the patrol and spawning area.
        "BMP3",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        2800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;
            
                            [
        "northairfield10",    //This is the marker name to be used as the patrol and spawning area.
        "T55_TK_EP1",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        3000                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;

         
                [
        "IslandMission1",    //This is the marker name to be used as the patrol and spawning area.
        "LandRover_MG_TK_EP1",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;
            
                [
        "IslandMission2",    //This is the marker name to be used as the patrol and spawning area.
        "GAZ_Vodnik_DZE",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;

                [
        "IslandMission3",    //This is the marker name to be used as the patrol and spawning area.
        "BTR90",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;

                [
        "IslandMission4",    //This is the marker name to be used as the patrol and spawning area.
        "GAZ_Vodnik_DZE",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;

                [
        "IslandMission5",    //This is the marker name to be used as the patrol and spawning area.
        "BAF_Jackal2_GMG_D",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;

                [
        "IslandMission6",    //This is the marker name to be used as the patrol and spawning area.
        "BTR40_MG_TK_INS_EP1",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;

                [
        "IslandMission7",    //This is the marker name to be used as the patrol and spawning area.
        "Offroad_DSHKM_Gue_DZE4",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;

                [
        "IslandMission8",    //This is the marker name to be used as the patrol and spawning area.
        "ArmoredSUV_PMC_DZE",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;

                [
        "IslandMission9",    //This is the marker name to be used as the patrol and spawning area.
        "HMMWV_M998_crows_M2_DES_EP1",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;

                [
        "IslandMission10",    //This is the marker name to be used as the patrol and spawning area.
        "BAF_Jackal2_GMG_D",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;

                [
        "IslandMission11",    //This is the marker name to be used as the patrol and spawning area.
        "LAV25",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;

                [
        "IslandMission12",    //This is the marker name to be used as the patrol and spawning area.
        "ArmoredSUV_PMC_DZE",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;


        
        [
        "northairfieldchopper",    //This is the marker name to be used as the patrol and spawning area.
        "UH1H_TK_GUE_EP1",    //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
        [4,1],                    //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
        1,                        //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
        true,                    //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
        1800                        //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
            ] call DZAI_spawn_vehicle;    
            
        
            
        

                [
        "GoldMine1",                            //This is the marker name to be used as the patrol and spawning area.
        2,                     //This trigger will spawn a group of 2 AI units.
        3,                    //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

            [
        "GoldMine2",                            //This is the marker name to be used as the patrol and spawning area.
        3,                     //This trigger will spawn a group of 2 AI units.
        3,                    //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

            [
        "GoldMine3",                            //This is the marker name to be used as the patrol and spawning area.
        3,                     //This trigger will spawn a group of 2 AI units.
        3,                    //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units; 


    

            [
        "northairfield",                    //This is the marker name to be used as the patrol and spawning area.
        3,                     //This trigger will spawn a group of 2 AI units.
        3,                    //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

            [
        "northairfield1",                    //This is the marker name to be used as the patrol and spawning area.
        3,                     //This trigger will spawn a group of 2 AI units.
        3,                    //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
           
            [
        "northairfield2",                    //This is the marker name to be used as the patrol and spawning area.
        3,                     //This trigger will spawn a group of 2 AI units.
        3,                    //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
      
            [
        "northairfield3",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

                [
        "northairfield4",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
                 ] call DZAI_spawn_units;

               [
        "northairfield5",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

            [
        "northairfield6",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units; 

            [
        "northairfield7",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

            [
        "northairfield8",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
      
                [
        "northairfield9",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

            [
        "northairfield10",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
        
            [
        "northairfield11",    //This is the marker name to be used as the patrol and spawning area.
        2,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
       
            [
        "northairfield12",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

                [
        "northairfield13",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

                [
        "northairfield14",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

            [
        "northairfield15",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        1,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
        
            [
        "northairfield16",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;       

            [
        "northairfield17",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

                [
        "northairfield18",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

                [
                "northairfield19",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

                [
                "northairfield20",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
            
            [
                "northairfield21",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
            
            [
                "northairfield22",    //This is the marker name to be used as the patrol and spawning area.
        2,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
            
                [
                "northairfield23",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
            
        [
                "northairfield24",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
            
            [
                "northairfield25",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
            
            [
                "northairfield26",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
            
            [
                "northairfield27",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
    
    
            [
                "blockedroad1",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "blockedroad2",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "blockedroad3",    //This is the marker name to be used as the patrol and spawning area.
        2,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "blockedroad4",    //This is the marker name to be used as the patrol and spawning area.
        2,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "blockedroad5",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "blockedroad6",    //This is the marker name to be used as the patrol and spawning area.
        2,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "blockedroad7",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "blockedroad8",    //This is the marker name to be used as the patrol and spawning area.
        2,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "blockedroad9",    //This is the marker name to be used as the patrol and spawning area.
        5,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "blockedroad10",    //This is the marker name to be used as the patrol and spawning area.
        2,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "blockedroad11",    //This is the marker name to be used as the patrol and spawning area.
        2,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "blockedroad12",    //This is the marker name to be used as the patrol and spawning area.
        2,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "blockedroad13",    //This is the marker name to be used as the patrol and spawning area.
        2,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "blockedroad14",    //This is the marker name to be used as the patrol and spawning area.
        2,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
             [
                "blockedroad15",    //This is the marker name to be used as the patrol and spawning area.
        5,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "blockedroad16",    //This is the marker name to be used as the patrol and spawning area.
        2,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "blockedroad17",    //This is the marker name to be used as the patrol and spawning area.
        2,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

            [
                "prison1",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "prison2",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "prison3",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
             [
                "prison4",    //This is the marker name to be used as the patrol and spawning area.
        2,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "prison5",    //This is the marker name to be used as the patrol and spawning area.
        2,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "prison6",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "prison7",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "prison8",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "prison9",    //This is the marker name to be used as the patrol and spawning area.
        2,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "prison10",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                 "prison11",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "prison12",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "prison13",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "prison14",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "prison15",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
    
            [
                "HasenmattIsland1",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "HasenmattIsland2",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "HasenmattIsland3",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "HasenmattIsland4",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "HasenmattIsland5",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "HasenmattIsland6",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "HasenmattIsland7",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "HasenmattIsland8",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "HasenmattIsland9",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "HasenmattIsland10",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
    
        
    
            [
                "pfeffikonIsland1",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "pfeffikonIsland2",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "pfeffikonIsland3",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
               "pfeffikonIsland4",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
                [
               "pfeffikonIsland5",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "pfeffikonIsland6",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
             [
                "pfeffikonIsland7",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
                "pfeffikonIsland8",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;


    
            [
        "mission1",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
        "mission2",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
        "mission3",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
        "mission4",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
             [
        "mission5",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
        "mission6",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
        "mission7",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

                [
        "mission8",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
        "mission9",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
        "mission10",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
        "mission11",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
        "mission12",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
        "mission13",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
        "mission14",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
        "mission15",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

                [
        "mission16",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
        "mission17",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
        "mission18",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
        "mission19",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
        "mission20",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;
    
            [
        "mission21",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

            [
        "mission22",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

            [
        "mission23",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

            [
        "mission24",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

            [
        "mission25",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

            [
        "mission26",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

            [
        "mission27",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

            [
        "mission28",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

            [
        "mission29",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

            [
        "mission30",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

            [
        "mission31",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

            [
        "mission32",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

            [
        "mission33",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        2,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

            [
        "mission34",    //This is the marker name to be used as the patrol and spawning area.
        3,                         //This trigger will spawn a group of 2 AI units.
        3,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
        true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
            ] call DZAI_spawn_units;

 

Share this post


Link to post
Share on other sites
  • 0
33 minutes ago, harcosgoogle said:

Thanks ,worked

@WLF or @Petite

 

How to add AI/MI Permmission or command ?

 

Example:

How to use it ai - Gun,Vehicle,Gunners

 

Example: KORD,DSKM,Gunners vodnik,Stinger launcher,m119

 

Thanks

 

well that be with WAI static. For vehicles spawning look my files you have the example of it.

Share this post


Link to post
Share on other sites
  • 0
9 minutes ago, harcosgoogle said:
@Petite
So do I have to add it individually?

Look in the WAI folder, static default it tells you how to do it, you need the coord where you want them and If I remember well you will need to set it true in the config file at the bottom of it. Long time I didn't use it. 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Similar Content

    • By FG_Trap
      Made this in my free time awhile ago thought id make it public.
      Right Alt is the key to open the menu.
      Install instructions are inside the download.
      https://github.com/NWDZ-Trapxxgods/traps-menu
       
       
      here is a picture of the server menu
       
    • By heiko33
      Downlod        
      https://ln.sync.com/dl/043e1b3c0/wkrywtzv-idjkp722-wzfqg9g6-53b7xfyj
       
       
       
    • By FG_Trap
      Made a quick static ai mission that spawns on restart. 
      12 ai patrol the compound 
      4 Static m2's
      1 Heli Patrolling the compound 
      Crate for who ever clears all the ai.
      Some screenshots of the compound 


       
      https://github.com/Trapxxgods/Wai-Static-Mission 
    • By spitfirez404
      Hey, everyone I have built a cave with added trees and more I use on my server it can be used for a custom Ai mission or whatever you would like to use it for on the map Chernarus! Just add in the ai or what you want.
      Use notepad++ or whatever you normally use and make a mission.sqm file place this code (Below) inside of it.
      At the bottom of the code where it says "Hallows Cave" you can rename it whatever you like.
      Use the A2 editor and merge this with your original mission.sqm make sure to keep the original mission.sqm from your server in case you do not like it.
      Hope you like it! :) 
      version=11; class Mission { addOns[]= { "map_eu", "caair2_uh1y", "CAMisc", "camisc3", "chernarus" }; addOnsAuto[]= { "map_eu", "caair2_uh1y", "CAMisc", "camisc3", "chernarus" }; randomSeed=7826573; class Intel { startWeather=0.40000001; forecastWeather=0.25; year=2008; month=10; day=11; hour=14; minute=20; }; class Vehicles { items=65; class Item0 { position[]={1308.886,0.1181917,5812.1128}; azimut=175.6563; id=0; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1308.886, 5812.1128, 0.1181917];"; }; class Item1 { position[]={1337.8951,0.00010681152,5812.9761}; azimut=-183.59708; id=1; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1337.8951, 5812.9761, 0.00010681152];"; }; class Item2 { position[]={1279.5168,-3.0517578e-005,5810.7354}; azimut=-184.08788; id=2; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1279.5168, 5810.7354, -3.0517578e-005];"; }; class Item3 { position[]={1263.7977,3.0517578e-005,5797.2485}; azimut=83.567741; id=3; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1263.7977, 5797.2485, 3.0517578e-005];"; }; class Item4 { position[]={1353.0201,-1.5258789e-005,5791.4214}; azimut=-100.02558; id=4; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1353.0201, 5791.4214, -1.5258789e-005];"; }; class Item5 { position[]={1352.4172,0.00015258789,5756.6089}; azimut=-95.953461; id=5; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1352.4172, 5756.6089, 0.00015258789];"; }; class Item6 { position[]={1266.1676,0.00033569336,5757.0713}; azimut=78.796616; id=6; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1266.1676, 5757.0713, 0.00033569336];"; }; class Item7 { position[]={1292.1116,25.500643,5798.3506}; azimut=175.98927; id=7; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1292.1116, 5798.3506, 25.500643];"; }; class Item8 { position[]={1330.1263,26.658922,5798.1104}; azimut=177.82625; id=8; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1330.1263, 5798.1104, 26.658922];"; }; class Item9 { position[]={1292.7681,24.582647,5781.6655}; azimut=172.31401; id=9; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1292.7681, 5781.6655, 24.582647];"; }; class Item10 { position[]={1332.5977,25.092699,5782.042}; azimut=177.05884; id=10; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1332.5977, 5782.042, 25.092699];"; }; class Item11 { position[]={1288.6293,25.61083,5763.2319}; azimut=178.23929; id=11; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1288.6293, 5763.2319, 25.61083];"; }; class Item12 { position[]={1327.7802,27.711185,5760.9395}; azimut=170.81143; id=12; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1327.7802, 5760.9395, 27.711185];"; }; class Item13 { position[]={1330.2716,23.567842,5746.3193}; azimut=182.9642; id=13; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1330.2716, 5746.3193, 23.567842];"; }; class Item14 { position[]={1289.9707,23.964474,5744.1226}; azimut=183.20248; id=14; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1289.9707, 5744.1226, 23.964474];"; }; class Item15 { position[]={1343.7726,0.00018310547,5738.4648}; id=15; side="EMPTY"; vehicle="MAP_R2_RockTower"; skill=0.2; init="this setpos [1343.7726, 5738.4648, 0.00018310547];"; }; class Item16 { position[]={1310.6842,6.1035156e-005,5731.2124}; id=16; side="EMPTY"; vehicle="MAP_R2_RockTower"; skill=0.2; init="this setpos [1310.6842, 5731.2124, 6.1035156e-005];"; }; class Item17 { position[]={1280.5291,0.00012207031,5737.0176}; id=17; side="EMPTY"; vehicle="MAP_R2_RockTower"; skill=0.2; init="this setpos [1280.5291, 5737.0176, 0.00012207031];"; }; class Item18 { position[]={1386.9114,-15.594225,5725.9766}; id=18; side="EMPTY"; vehicle="MAP_R2_RockTower"; skill=0.2; init="this setpos [1386.9114, 5725.9766, -15.594225];"; }; class Item19 { position[]={1230.8561,-15.415525,5720.2939}; id=19; side="EMPTY"; vehicle="MAP_R2_RockTower"; skill=0.2; init="this setpos [1230.8561, 5720.2939, -15.415525];"; }; class Item20 { position[]={1319.9504,0.00019836426,5730.3481}; id=20; side="EMPTY"; vehicle="MAP_R2_Stone"; skill=0.2; init="this setpos [1319.9504, 5730.3481, 0.00019836426];"; }; class Item21 { position[]={1327.1923,4.5776367e-005,5738.917}; id=21; side="EMPTY"; vehicle="MAP_R2_Boulder2"; skill=0.2; init="this setpos [1327.1923, 5738.917, 4.5776367e-005];"; }; class Item22 { position[]={1337.9111,7.6293945e-005,5754.7773}; id=22; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1337.9111, 5754.7773, 7.6293945e-005];"; }; class Item23 { position[]={1285.358,7.6293945e-005,5729.2915}; id=23; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1285.358, 5729.2915, 7.6293945e-005];"; }; class Item24 { position[]={1284.3668,0.00016784668,5751.1152}; id=24; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1284.3668, 5751.1152, 0.00016784668];"; }; class Item25 { position[]={1310.3997,-3.0517578e-005,5719.9819}; id=25; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1310.3997, 5719.9819, -3.0517578e-005];"; }; class Item26 { position[]={1272.9858,-3.0517578e-005,5802.6533}; id=26; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1272.9858, 5802.6533, -3.0517578e-005];"; }; class Item27 { position[]={1345.4098,-4.5776367e-005,5729.5298}; id=27; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1345.4098, 5729.5298, -4.5776367e-005];"; }; class Item28 { position[]={1319.2845,0,5751.3809}; id=28; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; }; class Item29 { position[]={1302.6494,0.00012207031,5723.6025}; id=29; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1302.6494, 5723.6025, 0.00012207031];"; }; class Item30 { position[]={1333.9025,4.5776367e-005,5737.189}; id=30; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1333.9025, 5737.189, 4.5776367e-005];"; }; class Item31 { position[]={1318.0431,1.5258789e-005,5784.6226}; id=31; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1318.0431, 5784.6226, 1.5258789e-005];"; }; class Item32 { position[]={1263.4698,4.5776367e-005,5722.6357}; id=32; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1263.4698, 5722.6357, 4.5776367e-005];"; }; class Item33 { position[]={1293.6953,1.5258789e-005,5764.6636}; id=33; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1293.6953, 5764.6636, 1.5258789e-005];"; }; class Item34 { position[]={1358.4407,4.5776367e-005,5730.458}; id=34; side="EMPTY"; vehicle="MAP_R2_Boulder2"; skill=0.2; init="this setpos [1358.4407, 5730.458, 4.5776367e-005];"; }; class Item35 { position[]={1351.8339,9.1552734e-005,5722.1943}; id=35; side="EMPTY"; vehicle="MAP_R2_Boulder2"; skill=0.2; init="this setpos [1351.8339, 5722.1943, 9.1552734e-005];"; }; class Item36 { position[]={1316.3303,0.00012207031,5721.6694}; id=36; side="EMPTY"; vehicle="MAP_R2_Boulder2"; skill=0.2; init="this setpos [1316.3303, 5721.6694, 0.00012207031];"; }; class Item37 { position[]={1278.1462,6.1035156e-005,5727.2095}; id=37; side="EMPTY"; vehicle="MAP_R2_Boulder2"; skill=0.2; init="this setpos [1278.1462, 5727.2095, 6.1035156e-005];"; }; class Item38 { position[]={1348.8813,1.5258789e-005,5725.9893}; id=38; side="EMPTY"; vehicle="MAP_t_carpinus2s"; skill=0.2; init="this setpos [1348.8813, 5725.9893, 1.5258789e-005];"; }; class Item39 { position[]={1278.8987,0,5723.5278}; id=39; side="EMPTY"; vehicle="MAP_t_carpinus2s"; skill=0.2; }; class Item40 { position[]={1312.1283,6.1035156e-005,5716.896}; id=40; side="EMPTY"; vehicle="MAP_t_acer2s"; skill=0.2; init="this setpos [1312.1283, 5716.896, 6.1035156e-005];"; }; class Item41 { position[]={1224.8661,4.5776367e-005,5812.3364}; id=41; side="EMPTY"; vehicle="MAP_t_betula2s"; skill=0.2; init="this setpos [1224.8661, 5812.3364, 4.5776367e-005];"; }; class Item42 { position[]={1267.177,1.5258789e-005,5691.4517}; id=42; side="EMPTY"; vehicle="MAP_t_betula2s"; skill=0.2; init="this setpos [1267.177, 5691.4517, 1.5258789e-005];"; }; class Item43 { position[]={1391.4387,4.5776367e-005,5717.2666}; id=43; side="EMPTY"; vehicle="MAP_t_betula2s"; skill=0.2; init="this setpos [1391.4387, 5717.2666, 4.5776367e-005];"; }; class Item44 { position[]={1362.6277,0.00018310547,5691.1436}; azimut=66.556885; id=44; side="EMPTY"; vehicle="MAP_t_betula2s"; skill=0.2; init="this setpos [1362.6277, 5691.1436, 0.00018310547];"; }; class Item45 { position[]={1372.9424,0.00010681152,5646.2871}; id=45; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1372.9424, 5646.2871, 0.00010681152];"; }; class Item46 { position[]={1303.2216,0.00015258789,5666.5625}; id=46; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1303.2216, 5666.5625, 0.00015258789];"; }; class Item47 { position[]={1335.0012,1.5258789e-005,5623.2314}; id=47; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1335.0012, 5623.2314, 1.5258789e-005];"; }; class Item48 { position[]={1293.4785,-0.00021362305,5616.0273}; id=48; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1293.4785, 5616.0273, -0.00021362305];"; }; class Item49 { position[]={1361.7677,0.0001373291,5605.0732}; id=49; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1361.7677, 5605.0732, 0.0001373291];"; }; class Item50 { position[]={1395.4496,0.00010681152,5770.7378}; id=50; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1395.4496, 5770.7378, 0.00010681152];"; }; class Item51 { position[]={1387.2894,0.0002746582,5826.9111}; id=51; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1387.2894, 5826.9111, 0.0002746582];"; }; class Item52 { position[]={1333.8317,3.0517578e-005,5666.271}; id=52; side="EMPTY"; vehicle="MAP_t_picea2s"; skill=0.2; init="this setpos [1333.8317, 5666.271, 3.0517578e-005];"; }; class Item53 { position[]={1291.162,0.00051879883,5633.918}; id=53; side="EMPTY"; vehicle="MAP_t_picea2s"; skill=0.2; init="this setpos [1291.162, 5633.918, 0.00051879883];"; }; class Item54 { position[]={1245.4023,9.1552734e-005,5722.3335}; id=54; side="EMPTY"; vehicle="MAP_t_picea2s"; skill=0.2; init="this setpos [1245.4023, 5722.3335, 9.1552734e-005];"; }; class Item55 { position[]={1382.7906,0.00015258789,5688.6479}; id=55; side="EMPTY"; vehicle="MAP_t_picea2s"; skill=0.2; init="this setpos [1382.7906, 5688.6479, 0.00015258789];"; }; class Item56 { position[]={1317.1052,0.00010681152,5610.771}; id=56; side="EMPTY"; vehicle="MAP_t_picea2s"; skill=0.2; init="this setpos [1317.1052, 5610.771, 0.00010681152];"; }; class Item57 { position[]={1304.2625,3.0517578e-005,5696.6387}; id=57; side="EMPTY"; vehicle="MAP_t_picea3f"; skill=0.2; init="this setpos [1304.2625, 5696.6387, 3.0517578e-005];"; }; class Item58 { position[]={1329.5486,0.00016784668,5707.4805}; id=58; side="EMPTY"; vehicle="MAP_t_picea3f"; skill=0.2; init="this setpos [1329.5486, 5707.4805, 0.00016784668];"; }; class Item59 { position[]={1338.825,6.1035156e-005,5618.6816}; id=59; side="EMPTY"; vehicle="MAP_t_picea3f"; skill=0.2; init="this setpos [1338.825, 5618.6816, 6.1035156e-005];"; }; class Item60 { position[]={1292.2566,0.00018310547,5660.4814}; azimut=-189.29378; id=60; side="EMPTY"; vehicle="UH1Wreck"; skill=0.2; init="this setpos [1292.2566, 5660.4814, 0.00018310547];"; }; class Item61 { position[]={1357.3984,0.00033569336,5723.8389}; azimut=55.139076; id=61; side="EMPTY"; vehicle="hiluxWreck"; skill=0.2; init="this setpos [1357.3984, 5723.8389, 0.00033569336];"; }; class Item62 { position[]={1326.6917,18.652861,5740.6152}; azimut=-10.305964; id=62; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1326.6917, 5740.6152, 18.652861];"; }; class Item63 { position[]={1285.3906,18.872669,5737.8501}; id=63; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1285.3906, 5737.8501, 18.872669];"; }; class Item64 { position[]={1311.3625,-9.6852903,5776.6274}; azimut=46.218235; id=64; side="EMPTY"; vehicle="MAP_R2_RockTower"; skill=0.2; init="this setpos [1311.3625, 5776.6274, -9.6852903];"; }; }; class Markers { items=1; class Item0 { position[]={1307.9352,6.1035156e-005,5755.5313}; name="Hallows Cave"; text="Hallows Cave"; type="Dot"; colorName="ColorBlack"; }; }; }; class Intro { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=7826573; class Intel { startWeather=0.40000001; forecastWeather=0.25; year=2008; month=10; day=11; hour=14; minute=20; }; }; class OutroWin { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=7826573; class Intel { startWeather=0.40000001; forecastWeather=0.25; year=2008; month=10; day=11; hour=14; minute=20; }; }; class OutroLoose { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=7826573; class Intel { startWeather=0.40000001; forecastWeather=0.25; year=2008; month=10; day=11; hour=14; minute=20; }; };

    • By KELLEY
      If you are running a post apocalyptic Napf map I think you may want to use this.
      I made a small mod with permission for Napf. It can be found in the Arma 3 Steam Workshop.
      Here is a link to a 1 minute video. I don't know if this is the correct place to post. Feel free to move it.
      Enjoy.
      https://youtu.be/sP8Z_nMUMXo
       
  • Advertisement
  • Supporters
  • Discord

×
×
  • Create New...