Place a player unit.
Place a defense module
Place a sector module and sync to the defense module.
Place an area game logic.
place a trigger set to any size.
Sync trigger to area game logic.
Sync Area game logic to sector module
Place two side game logics
Sync side logics to the defense module
Place a curator game logic
Sync Curator game logic to the attacking teams' game logic
Place an invisible helipad
Sync invisible helipad to defending teams' game logic.
Place an pilot (defending side) unit.
Sync pilot unit to defending sides' logic.
Place a trigger set to switch type and sync to attacking sides' game logic.
Set-up Curator system:
Place rifleman, ifrit, speed boat, BTR, mi-48 (veh. are empty).
Sync each object to a separate unlock module.
Sync each unlock module to a separate trigger (for tiers).
In the condition field of each of the triggers put "bis_fnc_moduleMPTypeDefense_tier > X" (X= 0 through 4).
Place a show/hide module.
Sync the show/hide module to each of the placed units.
Place a rifleman unit. Set it's init to: enableSimulation false, hideObject true and removeAllWeapons. Name the unit "bis_curator".
Sync each of the unlock modules to the unit named "bis_curator"
Create a file called initCurator.sqf to set the curator costs. Add: #include "initCurator.sqf"; and [player,["A3_Modules_F_Intel"]] call bis_fnc_curatoraddplaceableaddons; to the init.sqf
Preview mission.