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Random Weed Farms - Removal


lonewolfgaming

Question

Does anyone know what would need to be added to the random weed farm script that would remove the marker once the area has been cleared of the fiberplants? Since most of them spawn up north most of the time, and players do not take the time to mark them as cleared makes it frustrating to travel that far for no reason. Here is the link to the script: http://pastebin.com/juMsuJ1r

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On 29/10/2016 at 10:38 AM, lonewolfgaming said:

Does anyone know what would need to be added to the random weed farm script that would remove the marker once the area has been cleared of the fiberplants? Since most of them spawn up north most of the time, and players do not take the time to mark them as cleared makes it frustrating to travel that far for no reason. Here is the link to the script: http://pastebin.com/juMsuJ1r

hehy lonewolf... you can try it a very bottom

_nearestplayers = false;

{if((isPlayer _x) && (_x distance _plantpositions <= 10)) then {_nearestplayers = true};}forEach playableUnits;
 

if (_nearestplayers) then { 

waitUntil{{isPlayer _x && _x distance _plantpositions > 50  } count playableunits > 0};
 

deleteMarker _marker;
};

not 100% sure about _plantposition as a trigger but is a start to try to find your goaal :)

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