if(time < 2) then
{
onMapSingleClick "player setpos _pos";

waituntil{time > 1};

_text = format["
[Linking DAC-zones]
\n\nIf zones are linked together, they act as one big zone. (Assumed the linked zones have the same waypoint type)
\n\nThat means that groups from one zone can adapt waypoints from all linked zones.
\n\nGroups will be generated in their home-zones, but will move between linked zones. This makes movements of those groups more chaotic and unpredictable.
\n\nThe parameter which links zones together is in the script-call of the zone.
\n\nHint: You can link as much zones together as you like. You can even link Blufor and Opfor zones together.
"];
"DAC V3.0 Demonstration - Part 5" hintC [_text];

sleep 1;
hintsilent "";
waituntil {(DAC_Basic_Value > 0)};
sleep 1;

_text = format["
[Linking DAC-zones]
\n\nOpen the map and have a look at the zones: There are two blufor zones in the east linked together. (For this demo, there is a line connecting both zones.)
\n\nGroups of both zones should move between those zones.
\n\nIn the west part of the map there are three opfor zones linked together. The groups of those zones are moving in those three zones as well.
"];
"DAC V3.0 Demonstration - Part 5" hintC [_text];

sleep 0.05;
hint "Additional information avaible";
player sidechat "Additional information avaible";
dHint = player addaction ["Additional info","DemoText.sqf",[1]];
}
else
{
_text = format["
[Linking DAC-zones]
\n\nHint: It makes no sense to link zones with different waypoint types.
\n\nOkay, actually you can link them together, but it'll be wasted effort, because infantry will not pick any waypoints wich are meant for tanks. :)
\n\nPossible waypoint types are:
\n[Infantery, wheeled vehicles, tracked vehicles ]
"];
"DAC V3.0 Demonstration - Part 5" hintC [_text];
player removeAction dHint;
player sidechat "A single map-click will teleport you to that position."; 
};