// _newObj = [_class,_object] call EPOCH_swapBuilding; //[[[cog import generate_private_arrays ]]] private ["_newObj","_objectPos","_playersNear"]; //[[[end]]] params [["_class",""],["_object",objNull],["_method",0]]; _newObj = objNull; if (!isNull _object && !(_class isEqualTo "")) then { _objectPos = getPosWorld _object; _newObj = createVehicle [_class, ASLtoAGL _objectPos, [], 0, "CAN_COLLIDE"]; if (!isNull _newObj) then { _object hideObjectGlobal true; // new Dynamicsimulation if(["CfgDynamicSimulation", "baseDynamicSimulationSystem", true] call EPOCH_fnc_returnConfigEntryV2)then { _newObj enableDynamicSimulation true; _newObj triggerDynamicSimulation false; // this object doesnt need to turn anything on in the server }; switch (_method) do { case 0: { _newObj setposATL (getPosATL _object); _newObj setDir (getDir _object); _newObj setVectorDirAndUp [vectorDir _object, vectorUP _object]; }; case 1: { _newObj attachTo [_object,[0,0,0]]; }; /* case 2: { _newObj setPosWorld _objectPos; _newObj setDir (getDir _object); _newObj setVectorUp (vectorup _object); }; */ }; deleteVehicle _object; // force nearby players to reveal new object faster _playersNear = _newObj nearEntities[["Epoch_Male_F", "Epoch_Female_F"], 300]; [_newObj, {player reveal _this}] remoteExec ["call", _playersNear]; }; }; _newObj