That doesn't matter, OFP engine is limited to some crazy small amount of virtual memory (IIRC 2GB). When playing with big mods (and ECP is one of them - especially with all the bells and whistles turned on) it's easy to hit that barrier in just one mission - the more scripts run (ECP is heavy on scripts), the more units spawn, the more memory is used. Solution is simply "don't play campaign with ECP" (or at least limit your sessions to one mission - yep, even ending the mission will not free up all the memory used by it).
Having 666th gen Intel i69 with 77 cores and 88 jiggawatts of RAM doesn't change a thing - in fact sometimes game might not even properly detect the parameters of your PC, such as wrong CPU clock rate (oh, remember game sees single core anyway) or wrong RAM (for me it shows just 1GB of RAM out of 16 installed - doesn't matter when it comes to that virtual memory limit of 2GB though, since afterall it's a virtual memory, not physical memory limit).
Started a new Oldman game the other day - something about that Tricolor looks like it might have been added as a post process effect rather than baked into the .CO file - who knows though!
@Larrow After days of struggling I am reporting back. Some progress has been made. Progress was made using my existing code. Will mess around later and figure out how to make it work with what you have wrote up.
Going off last post:
1 & 2:
After struggling how to understand incorporating set/get variable with this, I decided to take an alternative approach and use setVehicleVarName. Would still like to know how to make this work with set/get Variable if its a better way to do it. So for trigger condition we have this:
3/4/5:
For the life of me I could not make this work in a script. Any tips or pointers would be greatly appreciated. I put it down as a trigger in the editor instead. Which still has issues but works.
On activation I do not have it getting the type of container. Instead it just deletes the first thing in thisList lol. Which in rare circumstances causes the crate to not be deleted (animal, forgotten crate, etc..) but a blackhawk still spawns. Maybe like what I wrote in step 1 but as a if statement to prevent that? I googled how to reapply a EH, led me to https://community.bistudio.com/wiki/call. Followed example 5 minus the beginning parts. Which works. I can sit in a endless loop now killing, repairing, and spawning blackHawk1.
recZone.sqf (script for trigger) - if you want to see what I have so far. I guess my biggest issues is making the code work using quotations.