private ["_town","_spot","_buildings","_list","_size","_numZeds","_impt","_position","_totalBuildings","_numGroups","_building","_type","_nearMen","_i","_trigger","_code","_val"]; //has town _town = _this; _type = type _town; _spot = objNull; _buildings = []; _list = []; _numZeds = 2; _impt = (importance _town); _size = 50; switch (_type) do { default { _numZeds = 3; _size = 40 * _impt; }; case "NameCity": { _numZeds = 6; _size = 80 * _impt; }; case "NameCityCapital": { _numZeds = 10; _size = 120 * _impt; }; }; _position = position _town; _buildings = nearestObjects [_position, ["Building"], _size]; _totalBuildings = count _buildings; _numGroups = 0; _i = 0; /* _markerstr = createMarker["markername_" + (text _town),_position]; _markerstr setMarkerShape "ELLIPSE"; _markerstr setMarkerSize [_size, _size]; */ _trigger = createTrigger["EmptyDetector",_position]; _trigger setTriggerArea[dayz_zSpawnDistance,dayz_zSpawnDistance,0,false]; _trigger setTriggerActivation["WEST","NOT PRESENT",false]; _code = format["_id = [%1,%2,'%3'] spawn server_townDeZombify;",_position,_size,_type]; _trigger setTriggerStatements["this", _code, ""]; _val = 60 * 10; _trigger setTriggerTimeout [_val, _val, _val, true]; while {_numGroups < _numZeds and _i < _totalBuildings} do { _building = _buildings call BIS_fnc_selectRandom; if (!isNull _building) then { _list = _building nearRoads 20; if (count _list > 0) then { _spot = _list call BIS_fnc_selectRandom; _nearMen = (position _spot) nearEntities [["Man"],50]; if (!isNull _spot and (count _nearMen == 0)) then { /* _marker = createMarker [(text _town) + "Marker2" + str(_i), position _spot]; _marker setMarkerShape "ICON"; _marker setMarkerType "DOT"; _marker setMarkerColor "ColorBlue"; _marker setMarkerText str(_i); */ _numGroups = _numGroups + 1; (position _spot) spawn dayz_spawnZombies; }; }; }; _i = _i + 1; sleep 0.1; };