If you're not doing so already, try using variables to switch, I rely heavily on them to build huge wac files, in this example the wac is well over 1000 lines.
Code:
;Operation Twilight
// ***VARS***
if never() then
set(v8,0) // control
set(v9,0) // Friendly Zodiac Crews (SET BELOW)
set(v10,0) // Friendly Infils
set(v11,0) // Friendly Zodiac (SET BELOW)
set(v15,0) // Final Bombardment
set(v16,0) // Final Bombardment
set(v17,0) // Weather1
set(v18,0) // Enemy Mass Attack (SET BELOW)
set(v20,0) // HUD - Unit Assists (SET BELOW)
set(v21,0) // HUD - Casualties (SET BELOW)
set(v27,0) // Weather2
set(v28,0) // Bombing
set(v30,0) // Control
set(v34,0) // Enemy group 34
set(v35,0) // Enemy group 35 (SET BELOW)
set(v36,0) // Enemy group 36
set(v37,0) // Enemy group 37
set(v37,0) // infil Enemy group 39
set(v40,0) // Control infil effects
set(v41,0) // Control infil flags
set(v50,0) // HUD - Team Rating / clamp at 0 if <= 1 (SET BELOW)
set(v51,0) // Tgts 5
set(v52,0) // Tgts 12, 13, 14, 15, 16 (SET BELOW)
set(v61,0) // Control
set(v70,0) // ka52 (SET BELOW)
set(v71,0) // BTR (SET BELOW)
set(v80,0) // Group Casualties / respawning
set(v81,0) // Group Casualties / respawning
set(v82,0) // Group Casualties / respawning
set(v83,0) // Group Casualties / respawning
set(v84,0) // Group Casualties / respawning
set(v85,0) // Group Casualties / respawning
set(v90,0) // Group Casualties / respawning
endif
// ***INIT***
if past(1) and never() then
fx2tgt (Effect_FxFire2mF,3)
ssnhp(61,200) // first enemy
hidessn(98) // flag A
hidessn(99) // flag B
hidessn(100) // flag C
hidessn(101) // flag D
hidessn(102) // flag E
hidessn(103) // flag F
hidessn(104) // flag G
hidessn(2) // Group39 Start
hidessn(3)
hidessn(4)
hidessn(37)
hidessn(38) // Group39 End
hidessn(49) // Group40 Zodiac Enemy Infil Start
hidessn(50)
hidessn(51)
hidessn(52)
hidessn(53)
hidessn(54)
hidessn(55)
hidessn(56)
hidessn(57)
hidessn(58) // Group40 Zodiac Enemy Infil End
endif