Private ["_buildings","_closest","_defense","_direction","_distance","_index","_position","_side","_soldier","_team","_type","_unit"]; _defense = _this select 0; _side = _this select 1; _team = _this select 2; _closest = _this select 3; while {alive _defense} do { if (isNull(gunner _defense) || !alive gunner _defense) then { sleep 7; if (alive _closest && !(isNull _closest )) then { _type = typeOf _closest; _index = (Format["WFBE_%1STRUCTURENAMES",str _side] Call GetNamespace) find _type; _distance = (Format["WFBE_%1STRUCTUREDISTANCES",str _side] Call GetNamespace) select _index; _direction = (Format["WFBE_%1STRUCTUREDIRECTIONS",str _side] Call GetNamespace) select _index; _position = [getPos _closest,_distance,getDir (_closest) + _direction] Call GetPositionFrom; _type = Format ["WFBE_%1SOLDIER",str _side] Call GetNamespace; _soldier = [_type,_team,_position,_side] Call CreateMan; [_soldier] allowGetIn true; _soldier assignAsGunner _defense; [_soldier] orderGetIn true; [str _side,'UnitsCreated',1] Call UpdateStatistics; diag_log Format["[WFBE (INFORMATION)][frameno:%3 | ticktime:%4] Server_HandleDefense: A Soldier has been dispatched to the %1 defense %2",str _side,_type,diag_frameno,diag_tickTime]; //--- Calculate the average time in function of the distance and the speed. sleep ((((_soldier distance _defense)/(14*1000))*3600)+20); if ((vehicle _soldier != _defense)&& alive _soldier &&(!isNull _soldier)) then { if ((_defense EmptyPositions "gunner" > 0) && alive _defense && (!isNull _defense)) then {_soldier MoveInGunner _defense} else {deleteVehicle _soldier}; }; } else { diag_log Format["[WFBE (INFORMATION)][frameno:%1 | ticktime:%2] Server_HandleDefense.sqf: Canceled auto manning, the barracks is destroyed.",diag_frameno,diag_tickTime]; }; }; sleep 420; };