private ["_handle","_cursor","_delMe","_first","_town","_day","_world","_nearestCity"]; while {true} do { _handle = [] spawn player_animalCheck; waitUntil{scriptDone _handle}; //check monitored buildings _cursor = 0; _delMe = false; { private["_bPos","_isNoone"]; _bPos = getPosATL _x; _isNoone = {isPlayer _x} count (_bPos nearEntities ["Man",200]) == 0; if (_isNoone) then { _x setVariable ["zombied",objNull,true]; dayz_buildingMonitor set [_cursor,"DEL"]; _delMe = true; }; _cursor = _cursor + 1; } count dayz_buildingMonitor; if (_delMe) then { dayz_buildingMonitor = dayz_buildingMonitor - ["DEL"]; }; //Check if new day _day = round(360 * (dateToNumber date)); if(dayz_currentDay != _day) then { dayz_sunRise = call world_sunRise; dayz_currentDay = _day; }; _world = toUpper(worldName); //toUpper(getText (configFile >> "CfgWorlds" >> (worldName) >> "description")); _nearestCity = nearestLocations [([player] call FNC_GetPos), ["NameCityCapital","NameCity","NameVillage","NameLocal"],300]; if (count _nearestCity > 0) then { _town = text (_nearestCity select 0); if(dayz_PreviousTown == "Wilderness") then { dayz_PreviousTown = _town; }; if(_town != dayz_PreviousTown) then { _first = [_world,_town,""] spawn BIS_fnc_infoText; }; dayz_PreviousTown = _town; }; //wait sleep 5; };