Well first off i should tell you that the example was made
once during 5 mins of editing, and i made that only to let
a mate of mine have a look onto MOTAG.
Therefore the mission itself wasn't well thought.
In case of the start of MOTAG you're totally right.
The radio-call trigger to start MOTAG is only there, to show
that it can be started during an already running mission.
MOTAG can be started however you want.
About the missing readme
- check it out again and watch
out for the file called: readme.txt
;D
About the add to pool/clear pool, i'm sorry not to have warned
yer, but it's in the readme too
However, in MOTAG v1.59 i've changed the start routine as it's
nomore using the init.sqs to initialize the starting groups.
I'm gonna upload MOTAG v1.59 core, so that you can try the newer version too.
A readme.txt is also included there, but no mission.sqm file.
Just copy all the scripts into one of your mission folders and check
the readme for how to continue.
The idea of MOTAG in general was to give mission makers a
multi group control system, easy to implement and easy to
use ingame - without the need for any addons.
Also i thought of making a couple of missions with MOTAG - like
some kind'a campaign or so.
just for info: MOTAG can be used also for groups of any side,
what means you have control over any unit on the map - if you
want.
*hint* test missions - watch a war - etc.
Anyway - have a look at v1.59 - if you want, and especially have
a look into the readme file - you'll see it's not hard to implement
it into maps. If you're playing around a lil bit with it, you may
get behind the secrets of it aswell.
If you have a look onto the names of the scripts, you will see
that i tried to use some kind of naming system to seperate
the script types.
e.g: there's the advanced options, where each script's name
starts with: adv_.....
These are all custom action scripts only, to change settings
for the groups.
The main engine consists of let's say a few 5 or 6 scripts only.
Also i'm only using 3 scripts to add custom actions to the player,
as there are 3 different stages of menu levels.
btw - there's one script, which has nothing to do with MOTAG,
and that's brf_gunner. The brf_gunner script just deals with
a waypoint type scripted and a group which instantly remounts
a gun whenever the actual gunner gets killed. Once the last
men of such a group has been killed, the script eliminates the
gun.
If you go a bit deeper into that MOTAG, i can still tell you something more about the scripts and techniques itself.
:edit - ah yeah, maybe i should have mentioned that
the readme.txt file is included in the mission folder.
Could be that you didn't expect it to be there.
~S~ CD