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Jul 18th, 2017
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  1. span class="re5"> DG_HandleDisconnect = addMissionEventHandler ["HandleDisconnect", {
  2.     params ["_unit"];
  3.    
  4.     if !(_unit inArea "baseZone") then
  5.     {   if ( vehicle _unit==_unit ) then
  6.         {   [_unit] spawn
  7.             {   params ["_unit"];
  8.                 _unit hideObjectGlobal true;
  9.                 _loadout = [_unit, [_unit, "Var_SavedInventory"]] call BIS_fnc_saveInventory;
  10.                 _group = createGroup civilian;
  11.                 _deadGuy = _group createUnit ["B_Protagonist_VR_F", getPos _unit, [], 0, "CAN_COLLIDE"];
  12.                 _deadGuy setDamage 1;
  13.                 [_deadGuy, [_unit, "Var_SavedInventory"]] call BIS_fnc_loadInventory;
  14.                 deleteVehicle _unit;
  15.                
  16.                 [_deadGuy] spawn {
  17.                     params ["_deadGuy"];
  18.                     sleep 300;
  19.                     hideBody _deadGuy;
  20.                 };
  21.             };
  22.         };
  23.     }
  24.     else
  25.     {   deleteVehicle _unit; };
  26.    
  27.     {   if ( (str _unit) in (_x select 9) ) exitWith
  28.         {   _members = (_x select 9);
  29.             _playerPosition = (_x select 9) find (str _unit);
  30.             _members set [_playerPosition, ""];
  31.        
  32.             (virtualGroups select _forEachIndex) set [9, _members];
  33.         };
  34.     } forEach virtualGroups;
  35.     false
  36. }];
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