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//[]spawn{};
//[]spawn
{
};
and what do you have to do with _base1 before? he should spend a boolean? then you have as far as I can see _base1 and base1 should that be the same ?
if you neeb a boolean for your _base1 write it local
_base1 = true;
if(_base1 == true)then{};
Here are all the commands with explanation
https://community.bistudio.com/wiki/Category:Arma_3:_Scripting_Commands
I hope it helped you
Im sorry for the late reply as I have been working on getting this piece of code working as I want it to. Thank you for explaining to me for answering my very nooby question. For reference this is what the code looks like now and I tested it to make sure it works. I will now continue to expand it to be the scenario I want it to be
[] spawn
{
sleep 1;
game = true;
_positionP = getPos player;
_base1 = "base1";
_positionb1 = getPos base1;
_base1marker = createMarker ["base1", _positionb1];
_base1marker setMarkerType "o_hq";
//group deleteGroupWhenEmpty delete;
_unitPool11 = ["O_Soldier_SL_F", "O_Soldier_AR_F", "O_Soldier_GL_F", "O_Soldier_F", "O_medic_F"];
_unitPool22 = ["O_Soldier_GL_F", "O_Soldier_F", "O_Soldier_AR_F"];
//_tospawn = [];
//for "_i" from 1 to 5 do
//{
// Spawn 5 units
//_toSpawn11 pushBack selectRandom _unitPool11;
//_toSpawn12 pushBack selectRandom _unitPool22;
//};
//g1 suffix means garrison 1
_groupg1 = [_positionb1, EAST, 4] call BIS_fnc_spawnGroup;
_groupg1 move position player;
//p1 suffix means patrol 1
while {true} do {
_leaderg1 = getPos leader _groupg1;
_g1marker = createMarker ["g1", _leaderg1];
while {true} do {
_g1marker setMarkerType "o_inf";
if (!alive leader _groupg1) then {
deleteMarker _g1marker;
}
else {
_g1marker setMarkerPos (getPos leader _groupg1);
sleep 2;
};
};
};
};
sleep 3;