if (!hasInterface) exitWith {}; waitUntil { !isNull player }; params ["_trg"]; // start the alarm audio script (includes checking for device) private _alarmHandle = ([] spawn AJDJ_fnc_chemicalAlarm); // main loop for doing hurty things when in chemical area while { player inArea _trg } do { // check for player protection level private _protectionLevel = call AJDJ_fnc_getProtectionLevel; //if the player does not have full protection if !(_protectionLevel == 2) then { //if the player does not have mask protection if (_protectionLevel == 1) then { sleep 5.0; _limbSelection = selectRandom ["body", "head", "hand_r", "hand_l", "leg_r", "leg_l"]; [player, 0.2, _limbSelection, "vehiclecrash"] call ace_medical_fnc_addDamageToUnit; } else { // deal the damage _limbSelection = selectRandom ["body", "head", "hand_r", "hand_l", "leg_r", "leg_l"]; [player, 0.2, _limbSelection, "vehiclecrash"] call ace_medical_fnc_addDamageToUnit; // deal it again for extra speedy killing _limbSelection = selectRandom ["body", "head", "hand_r", "hand_l", "leg_r", "leg_l"]; [player, 0.2, _limbSelection, "vehiclecrash"] call ace_medical_fnc_addDamageToUnit; }; }; sleep 5; }; terminate _alarmHandle;