#include "..\script_component.hpp" // Executed on all clients, only continue if object is local. // Local argument, global effect (the object owner broadcasts new state) params [["_object", objNull, [objNull]]]; if (isNull _object) exitWith {}; if !(local _object) exitWith {}; _object disableAI "LIGHTS"; _object setPilotLight false; _object setCollisionLight false; //for player units if (isPlayer _object) then { _object action ["IRLaserOff", _object]; _object action ["nvGogglesOff", _object]; }; private _primaryFlashlightOrPointer = (primaryWeaponItems _object)#1; if (_primaryFlashlightOrPointer != "") then { _object removePrimaryWeaponItem _primaryFlashlightOrPointer; _object removeItem _primaryFlashlightOrPointer; }; private _secondaryFlashlightOrPointer = (secondaryWeaponItems _object)#1; if (_secondaryFlashlightOrPointer != "") then { _object removeSecondaryWeaponItem _secondaryFlashlightOrPointer; _object removeItem _secondaryFlashlightOrPointer; }; _nvgs = hmd _object; _object unassignItem _nvgs; _object removeItem _nvgs; _radio = _object getSlotItemName 611; _gps = _object getSlotItemName 612; _object unassignItem _radio; _object removeItem _radio; _object unassignItem _gps; _object removeItem _gps; _object unassignItem "ACE_microDAGR"; _object removeItem "ACE_microDAGR"; _object unassignItem "MineDetector"; _object removeItem "MineDetector"; [{scriptDone (_object getVariable [QGVAR(flickerHandle), scriptNull])}, { _object setHit ["light_1_hitpoint", 0.97]; //all possible light hitpoints _object setHit ["light_2_hitpoint", 0.97]; //no lights escape this _object setHit ["light_3_hitpoint", 0.97]; _object setHit ["light_4_hitpoint", 0.97]; }] call CBA_fnc_waitUntilAndExecute;