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Feb 25th, 2017
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  1. /*private ["_delcode", "_currentworld", "_oldworld", "_newworld", "_notalive"];
  2. _delcode = {
  3. private ["_crew"];
  4. sleep 500;
  5. {
  6. if (not isNull _x) then {
  7. if (_x isKindOf "Ship" or _x isKindOf "Air" or _x isKindOf "LandVehicle") then {
  8. _crew = nearestObjects [_x, ["Man"], 20];
  9. _crew = _crew + crew _x;
  10. deleteVehicle _x;
  11. {
  12. if (not alive _x) then {deleteVehicle _x};
  13. } forEach _crew;
  14. } else {
  15. deleteVehicle _x;
  16. };
  17. };
  18. } forEach _this;
  19. };
  20. _currentworld = [];
  21. while {true} do {
  22. sleep 3;
  23. _oldworld = _currentworld;
  24. _currentworld = + list wholeworld;
  25. _newworld = _oldworld - _currentworld;
  26. _notalive = [];
  27. {
  28. if (not alive _x) then {_notalive = _notalive + [_x]};
  29. } forEach _newworld;
  30. if (count _notalive > 0) then {_notalive spawn _delcode};
  31. };*/
  32.  
  33. while {true} do
  34. {
  35. sleep 10;
  36.  
  37. {
  38. _sandGlass = _x getVariable "RYD_DeathTime";
  39. if (isNil "_sandGlass") then
  40. {
  41. _x setVariable ["RYD_DeathTime",time]
  42. }
  43. else
  44. {
  45. if ((time - _sandGlass) > 60) then
  46. {
  47. deleteVehicle _x
  48. }
  49.  
  50. }
  51. }
  52. foreach AllDead;
  53. };
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