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hidey1

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May 12th, 2022
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  1. if (speed player != 0) then {
  2. _oldBushes = nearestObjects [player, ["hideybush"], 400];
  3. {deleteVehicle _x} forEach _oldBushes;
  4.  
  5. _surfaceType = surfaceType position player;
  6. hint surfaceType position player;
  7. if(_surfaceType =="#GdtGrassDry" || _surfaceType =="#GdtDirt" || _surfaceType =="#GdtGrassGreen") then {
  8. for "_i" from 0 to 100 do {
  9. _pos = player modelToWorld [0,0,0];
  10. _vec =[random 0.5 - 0.25 , random 0.5 -0.25 , 0];
  11. _dist = 0.2;
  12. _pos2 = ((vectorNormalized _vec) vectorMultiply _dist) vectorAdd _pos;
  13. _bush = "hideybush" createVehicle _pos2;
  14. _bearing = player getDir _bush;
  15. _bush setDir _bearing;
  16. _bush disableCollisionWith player;
  17. };
  18. };
  19. };
  20.  
  21.  
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