Serves to create events around civilian-owned vehicles getting stolen by players
- GIVEN a vehicle belonging to a civilian
- AND it is not registered as stolen
- AND it is empty
- WHEN a player gets in as driver
- AND LATER a civilian within 200m has clear sight of the place the vehicle was at when the player got in
- THEN ONCE a global event will be triggered:
"grad_civs_vehicleTheft", [_vehicle, objNull]
- AND LATER a civilian within 200m has clear line of sight of the vehicle
- THEN ONCE a global event will be triggered:
"grad_civs_vehicleTheft", [_vehicle, player]
- THEN ONCE a global event will be triggered:
- THEN ONCE a global event will be triggered:
- AND LATER a civilian within 200m has clear line of sight of the vehicle
- THEN ONCE a global event will be triggered:
"grad_civs_vehicleTheft", [_vehicle, player]
- AND LATER a civilian within 200m has clear sight of the place the vehicle was at when the player got in
- THEN no more events will have been triggered
- THEN ONCE a global event will be triggered:
- AND LATER the player gets out again
- AND LATER a civilian has clear line of sight of the vehicle
- THEN LATER no event will have been triggered
- AND LATER a civilian has clear line of sight of the player
- THEN LATER no event will have been triggered
- AND LATER a civilian has clear line of sight of the vehicle
- AND LATER a civilian within 200m has clear sight of the place the vehicle was at when the player got in
- WHEN a player gets in as driver
- AND it is occupied with a civilian driver
- WHEN a player gets in a cargo slot
- THEN LATER no event will have been triggered
- AND the player switches seats with the driver
- THEN ONCE a global event will be triggered:
"grad_civs_vehicleTheft", [_vehicle, player]
- THEN ONCE a global event will be triggered:
- WHEN a player gets in a cargo slot
- AND it is empty
- AND it is not registered as stolen
["grad_civs_vehicleTheft", { params ["_vehicle", "_thief"]; }] call CBA_fnc_addEventHandler;