DAPMAN

Current Version 4.7.6

WARNING: this version requires Functions Module in mission. 

Script-version:

For correctly work need two conditions:

- string #include "DAPMAN\RscTitles.hpp" - in RscTitles block (class RscTitles {...};) in Description.ext (Root mission folder)
- string #include "DAPMAN\CfgSounds.hpp" - in CfgSounds block (class CfgSounds {...};) in Description.ext (Root mission folder)

- string [AllUnits] execVM "DAPMAN\Init.sqf"; - in Init.sqf (Root mission folder)

You can change value "AllUnits" to any units array. Then this script will work only for selected units.
Also you can use this string for new created units during  mission 

Example:

_squad = ["US_Soldier_SL_EP1","US_Soldier_HAT_EP1","US_Soldier_AR_EP1","US_Soldier_EP1","US_Soldier_EP1"]; 

_group = createGroup WEST;

_n=0;
_count= (count(_squad));
_spawnpos = getMarkerPos "respawn_west";

_squad select 0 createUnit [_spawnpos, _group,"", 0.45, "LIEUTENANT"];
while {(_n<_count)} do 
{
	_n=_n+1;
	_unitType = _squad select _n;
	_unitType createUnit [_spawnpos, _group];
};

[(units _group)] execVM "DAPMAN\Init.sqf"; - this string run script, which assign wound-scripts for new created units.


SPECIAL VARIABLES:

If you want set DAPMAN script only for players, then you need set special global variable:

Example:

DAP_AIFAS_PLAYERSONLY = 1;
PublicVariable "DAP_AIFAS_PLAYERSONLY";
