#include "..\script_component.hpp" // This function will gather objects to be affected by the EMP blast // It will return an array of objects within the radius of the EMP blast params [["_origin", objNull, [[], objNull]],["_radius",1500]]; if (_origin isEqualType []) then { if (count _origin != 3) exitWith { ["Invalid origin position provided (%1)", _origin] call BIS_fnc_error; }; }; if (_origin isEqualType objNull) then { if (isNull _origin) exitWith { ["No origin object or position provided (%1)", _origin] call BIS_fnc_error; }; _origin = getPosASL _origin; }; //search for and return objects private _objectsToAffect = nearestObjects [ _origin, [ "Car", "Motorcycle", "UAV", "Tank", "Air", "Ship", "StreetLamp", "Lamps_base_F", //These are all the lights' base classes "PowerLines_base_F", "PowerLines_Small_base_F", "Land_TTowerBig_1_F", "Land_TTowerBig_2_F", "Land_fs_roof_F", "Land_NavigLight", "PowerLines_Wires_base_F", "Land_PowerPoleWooden_L_F", "Land_Runway_PAPI", "Land_fs_sign_F", "Land_FuelStation_01_roof_malevil_F", "Land_FuelStation_01_roof_F", "Lamps", "Helicopter", "Plane", "Autonomous", "Armored", "Land_MobileRadar_01_radar_F", "Land_Camping_Light_F", "Land_PowLines_WoodL", "Land_A_GeneralStore_01", "Land_A_GeneralStore_01a", "Land_Mil_Guardhouse", "Land_NAV_Lighthouse", "Land_Mil_House", "Land_LightHouse_F", "Land_Hospital_side2_F" ], _radius ]; private _affectedLocalGroups = _objectsToAffect apply {group _x}; _affectedLocalGroups = _affectedLocalGroups arrayIntersect _affectedLocalGroups; _affectedLocalGroups = _affectedLocalGroups select {local _x} select {!isPlayer (leader _x)}; [_objectsToAffect, _affectedLocalGroups];