_vehicle = _this select 0; _wait = 0.5; //Initiate Variables _RampSound = false; _gearDown = true; _gearSound = false; _vehicle setVariable ["HydraulicsFailure",false, false]; _vehicle setVariable ["EngineFailure",false, false]; _vehicle setVariable ["AvionicsFailure",false, false]; //Overall Event Handlers _EHDamageIdx = _vehicle addEventHandler ["Dammaged",{ if ((_this select 2) > 0.8 ) then { switch (_this select 1) do { case "mala vrtule": {_this select 0 setVariable ["HydraulicsFailure",true, true];}; case "velka vrtule": {_this select 0 setVariable ["HydraulicsFailure",true, true];}; case "motor": {_this select 0 setVariable ["EngineFailure",true, true];}; case "elektronika": {_this select 0 setVariable ["AvionicsFailure",true, true];}; }; }; }]; while {(alive _vehicle)} do { // SINGLE // Ramp Sound Effect if((_vehicle animationPhase "ramp_bottom" > 0) && !(_RampSound)) then { _vehicle say ["ch53_rampdown",5]; _RampSound = true; sleep 3; }; // SINGLE // Ramp Sound Effect if((_vehicle animationPhase "ramp_bottom" < 1) && !(_vehicle animationPhase "ramp_bottom" == 0.56) && (_RampSound)) then { _vehicle say ["ch53_rampup",5]; _RampSound = false; sleep 3; }; // SINGLE // Gear Sound Effect if((_vehicle animationPhase "gear_nose_1" > 0) && !(_gearSound) && (_gearDown)) then { _vehicle say ["ch53_gear",5]; _gearSound = true; }; // SINGLE // Gear Sound Effect if((_vehicle animationPhase "gear_nose_1" < 1) && (_gearSound) && !(_gearDown)) then { _vehicle say ["ch53_gear",5]; _gearSound = false; }; if (player in (crew _vehicle)) then { // INFO // SINGLE // Gear Down if((_vehicle animationPhase "gear_nose_1" == 0) && !(_gearDown)) then { _vehicle vehicleRadio "dws_info_geardown"; _gearDown = true; sleep 3; }; // INFO // SINGLE // Gear Up if((_vehicle animationPhase "gear_nose_1" == 1) && (_gearDown)) then { _vehicle vehicleRadio "dws_info_gearup"; _gearDown = false; sleep 3; }; }; if(player in (crew _vehicle)) then {sleep _wait;} else {sleep (_wait * 4);}; }; if (player in (crew _vehicle) && (!alive _vehicle)) then { player action ["Eject",vehicle player]; //eject player so I can get their gear sleep 0.01; //don't use uisleep here [player, "explosion"] spawn player_death; //kill player }; _vehicle removeAllEventHandlers "Dammaged";