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WAI Missions


BennyD101

Question

I have recently changed some missions around and some are not spawning with keys or they spawned unlocked, or better yet when a player gets in them they explode, any help?

 

Spoiler

if(isServer) then {


private  ["_complete","_mission","_position","_crate","_num","_crate_type","_baserunover","_baserunover1","_baserunover2","_baserunover3","_baserunover4","_baserunover5","_baserunover6","_baserunover7","_baserunover8","_baserunover9","_baserunover10","_baserunover11","_baserunover12","_baserunover13","_baserunover14","_baserunover15","_baserunover16","_baserunover17","_baserunover18","_baserunover19","_baserunover20","_baserunover21","_baserunover22","_baserunover23","_baserunover24"];


// Get mission number, important we do this early
_mission  = count wai_mission_data -1;


_position = [80] call find_position;
[_mission,_position,"Hard","Ka52","MainBandit",true] call mission_init;


diag_log  format["WAI: [Mission:[Bandit] Ka52]: Starting... %1",_position];


//Setup the crate
_crate_type  = crates_large call BIS_fnc_selectRandom;
_crate  = createVehicle [_crate_type,[(_position select 0) + 2,(_position select 1),0],[],0,"CAN_COLLIDE"];


//Buildings
_baserunover0 = createVehicle ["RU_WarfareBUAVterminal",[(_position select 0) - 6, (_position select 1) - 15,-0.1],[], 0, "CAN_COLLIDE"];
_baserunover1 = createVehicle ["Land_budova4_in",[(_position select 0) - 13, (_position select 1) + 3.5,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover2 = createVehicle ["Land_Vysilac_FM",[(_position select 0) - 10, (_position select 1) - 7,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover3 = createVehicle ["MAP_runway_poj_draha",[(_position select 0) + 10, (_position select 1) + 5,0],[], 0, "CAN_COLLIDE"];
_baserunover4 = createVehicle ["Ka52",[(_position select 0) + 11, (_position select 1) - 28,0],[], 0, "CAN_COLLIDE"];
_baserunover4 setVehicleLock "LOCKED";
_baserunover5 = createVehicle ["ClutterCutter_EP1",[(_position select 0) + 10, (_position select 1) + 36,0],[], 0, "CAN_COLLIDE"];
_baserunover6 = createVehicle ["ClutterCutter_EP1",[(_position select 0) + 10, (_position select 1) + 30,0],[], 0, "CAN_COLLIDE"];
_baserunover7 = createVehicle ["ClutterCutter_EP1",[(_position select 0) + 10, (_position select 1) + 24,0],[], 0, "CAN_COLLIDE"];
_baserunover8 = createVehicle ["ClutterCutter_EP1",[(_position select 0) + 10, (_position select 1) + 18,0],[], 0, "CAN_COLLIDE"];
_baserunover9 = createVehicle ["ClutterCutter_EP1",[(_position select 0) + 10, (_position select 1) + 12,0],[], 0, "CAN_COLLIDE"];
_baserunover10 = createVehicle ["ClutterCutter_EP1",[(_position select 0) + 10, (_position select 1) + 6,0],[], 0, "CAN_COLLIDE"];
_baserunover11 = createVehicle ["ClutterCutter_EP1",[(_position select 0) + 10, (_position select 1) + 0.1,0],[], 0, "CAN_COLLIDE"];
_baserunover12 = createVehicle ["ClutterCutter_EP1",[(_position select 0) + 10, (_position select 1) - 6,0],[], 0, "CAN_COLLIDE"];
_baserunover13 = createVehicle ["ClutterCutter_EP1",[(_position select 0) + 10, (_position select 1) - 12,0],[], 0, "CAN_COLLIDE"];
_baserunover14 = createVehicle ["ClutterCutter_EP1",[(_position select 0) + 10, (_position select 1) - 18,0],[], 0, "CAN_COLLIDE"];
_baserunover15 = createVehicle ["ClutterCutter_EP1",[(_position select 0) + 10, (_position select 1) - 24,0],[], 0, "CAN_COLLIDE"];
_baserunover16 = createVehicle ["ClutterCutter_EP1",[(_position select 0) - 4, (_position select 1) - 5,0],[], 0, "CAN_COLLIDE"];

_baserunover = [_baserunover0,_baserunover1,_baserunover2,_baserunover3,_baserunover4,_baserunover5,_baserunover6,_baserunover7,_baserunover8,_baserunover9,_baserunover10,_baserunover11,_baserunover12,_baserunover13,_baserunover14,_baserunover15,_baserunover16];

    _directions = [-153.81,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0];
    { _x setDir (_directions select _forEachIndex) } forEach _baserunover;
    
    { _x setVectorUp surfaceNormal position _x; } count _baserunover;

//Group Spawning
_num = 4 + round (random 3);
[[(_position select 0) + 17, (_position select 1) - 18, 0],_num,"Hard",["Random","AT"],4,"Random","US_Soldier_GL_EP1","Random","Bandit",_mission] call spawn_group;
[[(_position select 0) - 11, (_position select 1) + 9, 0],4,"Hard","Random",4,"Random","US_Soldier_Officer_EP1","Random","Bandit",_mission] call spawn_group;
[[(_position select 0) + 15, (_position select 1) - 15, 0],4,"Hard","Random",4,"Random","US_Soldier_Officer_EP1","Random","Bandit",_mission] call spawn_group;
[[(_position select 0) + 2, (_position select 1) + 18, 0],4,"Hard","Random",4,"Random","US_Soldier_Medic_EP1","Random","Bandit",_mission] call spawn_group;
[[_position select 0, _position select 1, 0],4,"Hard","Random",4,"Random","US_Soldier_Medic_EP1","Random","Bandit",_mission] call spawn_group;


//Humvee Patrol
[[(_position select 0) + 55, _position select 1, 0],[(_position select 0) + 17, _position select 1, 0],50,2,"HMMWV_Armored","Hard","Bandit","Bandit",_mission] call vehicle_patrol;


//Static Guns
[[[(_position select 0) - 0.01, (_position select 1) + 41, 0]],"M2StaticMG","Hard","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static;
[[[(_position select 0) + 0.1, (_position select 1) - 25, 0]],"ZU23_Ins","Hard","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static;


//Condition
_complete = [
[_mission,_crate], // mission number and crate
["crate"],  // ["crate"], or ["kill"], or ["assassinate", _unitGroup],
[_baserunover],  // cleanup objects
"Bandits are training heli pilots at a secret airfield...check your map", // mission announcement
"Survivors have secured the heli", // mission success
"Survivors did not secure the heli...time is up!" // mission fail
] call mission_winorfail;


if(_complete) then {
[_crate,14,[8,crate_tools_sniper],[3,crate_items_high_value],4,[2,crate_backpacks_large]] call dynamic_crate;
};

diag_log format["WAI: [Mission:[Bandit] Ka52]: Ended at %1",_position];


h_missionsrunning = h_missionsrunning - 1;
};

Spoiler

if(isServer) then {

    private            ["_complete","_baserunover","_crate_type","_crate","_mission","_position","_num_guns","_num_tools","_num_items","_rndnum","_rndgro"];

    // Get mission number, important we do this early
    _mission         = count wai_mission_data -1;

    _position        = [30] call find_position;
    [_mission,_position,"Hard","BTR90","MainHero",true] call mission_init;

    diag_log         format["WAI: [Mission:[Hero] BTR90]: Starting... %1",_position];

    //Setup the crate
    _crate_type     = crates_medium call BIS_fnc_selectRandom;
    _crate             = createVehicle [_crate_type,[(_position select 0) - 20,(_position select 1) - 20,0],[],10,"FORM"];

    //Base
    _baserunover     = createVehicle ["BTR90",[(_position select 0),(_position select 1),0],[],14,"FORM"];
    _baserunover     setVectorUp surfaceNormal position _baserunover;

    //Troops
    _rndnum     = 2 + round (random 2);
    _rndgro     = 1 + round (random 1);
    
    //Static Guns
    [[[(_position select 0) - 0.01, (_position select 1) + 41, 0]],"M2StaticMG","Hard","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static;
    [[[(_position select 0) + 0.1, (_position select 1) - 25, 0]],"ZU23_Ins","Hard","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static;

    [[_position select 0,_position select 1,0],_rndnum,"Easy",["Random","AT"],4,"Random","Hero","Random","Hero",_mission] call spawn_group;

    for "_i" from 0 to _rndgro do {
        [[_position select 0,_position select 1,0],_rndnum,"Easy","Random",4,"Random","Hero","Random","Hero",_mission] call spawn_group;
    };
    
    //Condition
    _complete = [
        [_mission,_crate],        // mission number and crate
        ["kill"],                 // ["crate"], or ["kill"], or ["assassinate", _unitGroup],
        [_baserunover],         // cleanup objects
        "Heros are defending a BTR90! Check your map for the location!",    // mission announcement
        "The BTR90 has been secured by Heros!",                                    // mission success
        "Heros failed to secure the BTR90"                                            // mission fail
    ] call mission_winorfail;

    if(_complete) then {
        [_crate,12,8,36,5,2] call dynamic_crate;
    };

    diag_log format["WAI: [Mission:[Hero] BTR90]: Ended at %1",_position];
    
    b_missionsrunning = b_missionsrunning - 1;
};

Spoiler

if(isServer) then {

    private            ["_complete","_crate_type","_mission","_vehname","_vehicle","_position","_vehclass","_crate","_baserunover","_rndnum"];

    // Get mission number, important we do this early
    _mission         = count wai_mission_data -1;

    _position        = [30] call find_position;
    [_mission,_position,"Hard","BMP2","MainBandit",true] call mission_init;
    
    diag_log         format["WAI: [Mission:[Bandit] BMP2]: Starting... %1",_position];

    //Setup the crate
    _crate_type     = crates_small call BIS_fnc_selectRandom;
    _crate             = createVehicle [_crate_type,[(_position select 0) - 20,(_position select 1) - 20,0], [], 0, "CAN_COLLIDE"];
    
    //Medical Tent
    _baserunover     = createVehicle ["USMC_WarfareBFieldhHospital",[(_position select 0) - 40, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];
    _baserunover     setVectorUp surfaceNormal position _baserunover;

    //Troops
    _rndnum = 3 + round (random 3);
    [[_position select 0,_position select 1,0],_rndnum,"Hard",["Random","AT"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
    [[_position select 0,_position select 1,0],_rndnum,"Hard","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
    [[_position select 0,_position select 1,0],_rndnum,"Hard","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
    [[_position select 0,_position select 1,0],_rndnum,"Hard","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
     
    //Static Guns
    [[[(_position select 0) - 0.01, (_position select 1) + 41, 0]],"M2StaticMG","Hard","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static;
    [[[(_position select 0) + 0.1, (_position select 1) - 25, 0]],"ZU23_Ins","Hard","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static;

    //BMP2
    _vehclass         = "BMP2_HQ_TK_EP1";
    _vehicle        = [_vehclass,_position,_mission] call custom_publish;
    
    if(debug_mode) then {
        diag_log format["WAI: [Bandit] captured_BMP2 spawned a BMP2_HQ_TK_EP1 at %1", _position];
    };
    
    //Condition
    _complete = [
        [_mission,_crate],    // mission number and crate
        ["crate"],             // ["crate"], or ["kill"], or ["assassinate", _unitGroup],
        [_vehicle,_baserunover],         // cleanup objects
        "Bandits have captured a BMP2! An informant has advised there are medical supplies, he has updated the map for the location!",    // mission announcement
        "Survivors have secured the BMP2!",                                                                                                        // mission success
        "Survivors did not secure the BMP2 in time"                                                                                                // mission fail
    ] call mission_winorfail;

    if(_complete) then {
        [_crate,0,0,[80,crate_items_medical],0,0] call dynamic_crate;
    };

    diag_log format["WAI: [Mission:[Bandit] Captured BMP2]: Ended at %1",_position];

    h_missionsrunning = h_missionsrunning - 1;
};

 

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4 minutes ago, BennyD101 said:

I have recently changed some missions around and some are not spawning with keys or they spawned unlocked, or better yet when a player gets in them they explode, any help?

 

  Reveal hidden contents

if(isServer) then {


private  ["_complete","_mission","_position","_crate","_num","_crate_type","_baserunover","_baserunover1","_baserunover2","_baserunover3","_baserunover4","_baserunover5","_baserunover6","_baserunover7","_baserunover8","_baserunover9","_baserunover10","_baserunover11","_baserunover12","_baserunover13","_baserunover14","_baserunover15","_baserunover16","_baserunover17","_baserunover18","_baserunover19","_baserunover20","_baserunover21","_baserunover22","_baserunover23","_baserunover24"];


// Get mission number, important we do this early
_mission  = count wai_mission_data -1;


_position = [80] call find_position;
[_mission,_position,"Hard","Ka52","MainBandit",true] call mission_init;


diag_log  format["WAI: [Mission:[Bandit] Ka52]: Starting... %1",_position];


//Setup the crate
_crate_type  = crates_large call BIS_fnc_selectRandom;
_crate  = createVehicle [_crate_type,[(_position select 0) + 2,(_position select 1),0],[],0,"CAN_COLLIDE"];


//Buildings
_baserunover0 = createVehicle ["RU_WarfareBUAVterminal",[(_position select 0) - 6, (_position select 1) - 15,-0.1],[], 0, "CAN_COLLIDE"];
_baserunover1 = createVehicle ["Land_budova4_in",[(_position select 0) - 13, (_position select 1) + 3.5,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover2 = createVehicle ["Land_Vysilac_FM",[(_position select 0) - 10, (_position select 1) - 7,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover3 = createVehicle ["MAP_runway_poj_draha",[(_position select 0) + 10, (_position select 1) + 5,0],[], 0, "CAN_COLLIDE"];
_baserunover4 = createVehicle ["Ka52",[(_position select 0) + 11, (_position select 1) - 28,0],[], 0, "CAN_COLLIDE"];
_baserunover4 setVehicleLock "LOCKED";
_baserunover5 = createVehicle ["ClutterCutter_EP1",[(_position select 0) + 10, (_position select 1) + 36,0],[], 0, "CAN_COLLIDE"];
_baserunover6 = createVehicle ["ClutterCutter_EP1",[(_position select 0) + 10, (_position select 1) + 30,0],[], 0, "CAN_COLLIDE"];
_baserunover7 = createVehicle ["ClutterCutter_EP1",[(_position select 0) + 10, (_position select 1) + 24,0],[], 0, "CAN_COLLIDE"];
_baserunover8 = createVehicle ["ClutterCutter_EP1",[(_position select 0) + 10, (_position select 1) + 18,0],[], 0, "CAN_COLLIDE"];
_baserunover9 = createVehicle ["ClutterCutter_EP1",[(_position select 0) + 10, (_position select 1) + 12,0],[], 0, "CAN_COLLIDE"];
_baserunover10 = createVehicle ["ClutterCutter_EP1",[(_position select 0) + 10, (_position select 1) + 6,0],[], 0, "CAN_COLLIDE"];
_baserunover11 = createVehicle ["ClutterCutter_EP1",[(_position select 0) + 10, (_position select 1) + 0.1,0],[], 0, "CAN_COLLIDE"];
_baserunover12 = createVehicle ["ClutterCutter_EP1",[(_position select 0) + 10, (_position select 1) - 6,0],[], 0, "CAN_COLLIDE"];
_baserunover13 = createVehicle ["ClutterCutter_EP1",[(_position select 0) + 10, (_position select 1) - 12,0],[], 0, "CAN_COLLIDE"];
_baserunover14 = createVehicle ["ClutterCutter_EP1",[(_position select 0) + 10, (_position select 1) - 18,0],[], 0, "CAN_COLLIDE"];
_baserunover15 = createVehicle ["ClutterCutter_EP1",[(_position select 0) + 10, (_position select 1) - 24,0],[], 0, "CAN_COLLIDE"];
_baserunover16 = createVehicle ["ClutterCutter_EP1",[(_position select 0) - 4, (_position select 1) - 5,0],[], 0, "CAN_COLLIDE"];

_baserunover = [_baserunover0,_baserunover1,_baserunover2,_baserunover3,_baserunover4,_baserunover5,_baserunover6,_baserunover7,_baserunover8,_baserunover9,_baserunover10,_baserunover11,_baserunover12,_baserunover13,_baserunover14,_baserunover15,_baserunover16];

    _directions = [-153.81,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0];
    { _x setDir (_directions select _forEachIndex) } forEach _baserunover;
    
    { _x setVectorUp surfaceNormal position _x; } count _baserunover;

//Group Spawning
_num = 4 + round (random 3);
[[(_position select 0) + 17, (_position select 1) - 18, 0],_num,"Hard",["Random","AT"],4,"Random","US_Soldier_GL_EP1","Random","Bandit",_mission] call spawn_group;
[[(_position select 0) - 11, (_position select 1) + 9, 0],4,"Hard","Random",4,"Random","US_Soldier_Officer_EP1","Random","Bandit",_mission] call spawn_group;
[[(_position select 0) + 15, (_position select 1) - 15, 0],4,"Hard","Random",4,"Random","US_Soldier_Officer_EP1","Random","Bandit",_mission] call spawn_group;
[[(_position select 0) + 2, (_position select 1) + 18, 0],4,"Hard","Random",4,"Random","US_Soldier_Medic_EP1","Random","Bandit",_mission] call spawn_group;
[[_position select 0, _position select 1, 0],4,"Hard","Random",4,"Random","US_Soldier_Medic_EP1","Random","Bandit",_mission] call spawn_group;


//Humvee Patrol
[[(_position select 0) + 55, _position select 1, 0],[(_position select 0) + 17, _position select 1, 0],50,2,"HMMWV_Armored","Hard","Bandit","Bandit",_mission] call vehicle_patrol;


//Static Guns
[[[(_position select 0) - 0.01, (_position select 1) + 41, 0]],"M2StaticMG","Hard","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static;
[[[(_position select 0) + 0.1, (_position select 1) - 25, 0]],"ZU23_Ins","Hard","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static;


//Condition
_complete = [
[_mission,_crate], // mission number and crate
["crate"],  // ["crate"], or ["kill"], or ["assassinate", _unitGroup],
[_baserunover],  // cleanup objects
"Bandits are training heli pilots at a secret airfield...check your map", // mission announcement
"Survivors have secured the heli", // mission success
"Survivors did not secure the heli...time is up!" // mission fail
] call mission_winorfail;


if(_complete) then {
[_crate,14,[8,crate_tools_sniper],[3,crate_items_high_value],4,[2,crate_backpacks_large]] call dynamic_crate;
};

diag_log format["WAI: [Mission:[Bandit] Ka52]: Ended at %1",_position];


h_missionsrunning = h_missionsrunning - 1;
};

  Reveal hidden contents

if(isServer) then {

    private            ["_complete","_baserunover","_crate_type","_crate","_mission","_position","_num_guns","_num_tools","_num_items","_rndnum","_rndgro"];

    // Get mission number, important we do this early
    _mission         = count wai_mission_data -1;

    _position        = [30] call find_position;
    [_mission,_position,"Hard","BTR90","MainHero",true] call mission_init;

    diag_log         format["WAI: [Mission:[Hero] BTR90]: Starting... %1",_position];

    //Setup the crate
    _crate_type     = crates_medium call BIS_fnc_selectRandom;
    _crate             = createVehicle [_crate_type,[(_position select 0) - 20,(_position select 1) - 20,0],[],10,"FORM"];

    //Base
    _baserunover     = createVehicle ["BTR90",[(_position select 0),(_position select 1),0],[],14,"FORM"];
    _baserunover     setVectorUp surfaceNormal position _baserunover;

    //Troops
    _rndnum     = 2 + round (random 2);
    _rndgro     = 1 + round (random 1);
    
    //Static Guns
    [[[(_position select 0) - 0.01, (_position select 1) + 41, 0]],"M2StaticMG","Hard","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static;
    [[[(_position select 0) + 0.1, (_position select 1) - 25, 0]],"ZU23_Ins","Hard","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static;

    [[_position select 0,_position select 1,0],_rndnum,"Easy",["Random","AT"],4,"Random","Hero","Random","Hero",_mission] call spawn_group;

    for "_i" from 0 to _rndgro do {
        [[_position select 0,_position select 1,0],_rndnum,"Easy","Random",4,"Random","Hero","Random","Hero",_mission] call spawn_group;
    };
    
    //Condition
    _complete = [
        [_mission,_crate],        // mission number and crate
        ["kill"],                 // ["crate"], or ["kill"], or ["assassinate", _unitGroup],
        [_baserunover],         // cleanup objects
        "Heros are defending a BTR90! Check your map for the location!",    // mission announcement
        "The BTR90 has been secured by Heros!",                                    // mission success
        "Heros failed to secure the BTR90"                                            // mission fail
    ] call mission_winorfail;

    if(_complete) then {
        [_crate,12,8,36,5,2] call dynamic_crate;
    };

    diag_log format["WAI: [Mission:[Hero] BTR90]: Ended at %1",_position];
    
    b_missionsrunning = b_missionsrunning - 1;
};

  Reveal hidden contents

if(isServer) then {

    private            ["_complete","_crate_type","_mission","_vehname","_vehicle","_position","_vehclass","_crate","_baserunover","_rndnum"];

    // Get mission number, important we do this early
    _mission         = count wai_mission_data -1;

    _position        = [30] call find_position;
    [_mission,_position,"Hard","BMP2","MainBandit",true] call mission_init;
    
    diag_log         format["WAI: [Mission:[Bandit] BMP2]: Starting... %1",_position];

    //Setup the crate
    _crate_type     = crates_small call BIS_fnc_selectRandom;
    _crate             = createVehicle [_crate_type,[(_position select 0) - 20,(_position select 1) - 20,0], [], 0, "CAN_COLLIDE"];
    
    //Medical Tent
    _baserunover     = createVehicle ["USMC_WarfareBFieldhHospital",[(_position select 0) - 40, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];
    _baserunover     setVectorUp surfaceNormal position _baserunover;

    //Troops
    _rndnum = 3 + round (random 3);
    [[_position select 0,_position select 1,0],_rndnum,"Hard",["Random","AT"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
    [[_position select 0,_position select 1,0],_rndnum,"Hard","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
    [[_position select 0,_position select 1,0],_rndnum,"Hard","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
    [[_position select 0,_position select 1,0],_rndnum,"Hard","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
     
    //Static Guns
    [[[(_position select 0) - 0.01, (_position select 1) + 41, 0]],"M2StaticMG","Hard","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static;
    [[[(_position select 0) + 0.1, (_position select 1) - 25, 0]],"ZU23_Ins","Hard","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static;

    //BMP2
    _vehclass         = "BMP2_HQ_TK_EP1";
    _vehicle        = [_vehclass,_position,_mission] call custom_publish;
    
    if(debug_mode) then {
        diag_log format["WAI: [Bandit] captured_BMP2 spawned a BMP2_HQ_TK_EP1 at %1", _position];
    };
    
    //Condition
    _complete = [
        [_mission,_crate],    // mission number and crate
        ["crate"],             // ["crate"], or ["kill"], or ["assassinate", _unitGroup],
        [_vehicle,_baserunover],         // cleanup objects
        "Bandits have captured a BMP2! An informant has advised there are medical supplies, he has updated the map for the location!",    // mission announcement
        "Survivors have secured the BMP2!",                                                                                                        // mission success
        "Survivors did not secure the BMP2 in time"                                                                                                // mission fail
    ] call mission_winorfail;

    if(_complete) then {
        [_crate,0,0,[80,crate_items_medical],0,0] call dynamic_crate;
    };

    diag_log format["WAI: [Mission:[Bandit] Captured BMP2]: Ended at %1",_position];

    h_missionsrunning = h_missionsrunning - 1;
};

 

If they explode when a player gets in, I bet you will see KILLING A HACKER XXX in your server rpt which means your wai is either old or something is breaking and not adding it to the authorised vehicles list

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When you spawn a vehicle in WAI you need to pass 3 parameters to the custom_publish function.

https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/missions/bandit/captured_mv22.sqf#L37

This will assign and objectID, keys and add it to  dayz_serverObjectMonitor so it won't blow up.

https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/custom_publish_vehicle.sqf#L111

 

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