Advertisement
BobTheHunted

Water fall script spawning thingy

Nov 1st, 2017
287
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
SQF 1.01 KB | None | 0 0
  1. if ((!isServer) && (player != player)) then {waitUntil {player == player};};
  2.  
  3. _World = worldName;
  4.  
  5. if (_World != "Ryderwood") exitWith {};
  6. if ((!isNil "BTHBC_RW_WFcaveActive") && (time >= 2)) exitWith {};
  7.  
  8. waitUntil {time > 1};
  9. BTHBC_RW_WFcaveActive = false;
  10. sleep 0.1;
  11.  
  12. BTHBC_RW_WFcaveStart = "Sign_Arrow_F" createVehicle [3155.56,8117.41,11.951];
  13. BTHBC_RW_WFcaveEnd  = "Sign_Arrow_F" createVehicle [3167.51,8123.8,-0.147705];
  14.  
  15. BTHBC_RW_WFcaveStart setPos [3155.56,8117.41,11.951];
  16. BTHBC_RW_WFcaveEnd  setPos [3167.51,8123.8,-0.147705];
  17.  
  18. BTHBC_RW_WFcaveFull = [BTHBC_RW_WFcaveStart, BTHBC_RW_WFcaveEnd];
  19.  
  20. {
  21.     _x setObjectTextureGlobal [0,""];
  22. } forEach BTHBC_RW_WFcaveFull;
  23.  
  24. sleep 0.1;
  25.  
  26. null = [[[5.5,4,BTHBC_RW_WFcaveStart], "BTHBC_Map_Data\scripts\AL_waterfall\al_waterfall_wf1.sqf"], "BIS_fnc_execVM", true, true] spawn BIS_fnc_MP;
  27. null = [[[BTHBC_RW_WFcaveEnd], "BTHBC_Map_Data\scripts\AL_waterfall\al_spring_base_wf1.sqf"], "BIS_fnc_execVM", true, true] spawn BIS_fnc_MP;
  28.  
  29. BTHBC_RW_WFcaveActive = true;
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement