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1- Add a layer (folder in list) in the left menu (editor)
2- drag all units/objets of the same base in that layer and name it.
3- Do the same for all other groups or bases.
3- In the SHOW/HIDE module, you should be able to select your new layers (dropdown menu).
4- Sync the triggers with the SHOW/HIDE modules, the same way you descibed.
Should be time efficient.
_mark = getMarkerPos "BaseMarker"; //find position of marker//
_boxes = _mark nearSupplies 3; //find supply boxes within 3 meters of the marker//
_box = _boxes select 0; //select first box in the array of boxes created by nearSupplies//
_units = _mark nearEntities ["Man", 5]; //find units within 5 meters of the center of the marker//
_numberofUnits = count _units; //check if there is a unit present to avoid errors//
if (_numberofUnits >= 1) then {
_unit = _units select 0; //select first unit near the box//
_unit action ["gear" , _box]; //make unit access the box//
} else {hint "No Unit Near Box";};
make sure to stand nearby the unit so that you can manipulate his inventory,
cheers hope this is useful to someone
//it will pop up the standard inventory menu but for the AI //
//make unit stand near the desired box and then call the script via an addaction in the init field of the box or a post nearby,,, something like null = this addAction ["Open Inventory", "InventoryScript.sqf"]; //
Made this a couple of months ago, feel free to grab stuff from it if you want:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1635452218
["AmmoboxInit",[this,true]] call BIS_fnc_arsenal;
[this, true] call ace_arsenal_fnc_initBox;