Icaruk 14 Posted June 12, 2014 I created this: fire = "test_EmptyObjectForFireBig" createVehicle (getMarkerPos "origin"); I delete with this: {if (typeOf _x == "#particlesource") then {deleteVehicle _x}} forEach (player nearObjects 5); But with this propagation script: while {true} do { if (isNull fire) then { hint "Fire has been ended"; }; if !(isNull fire) then { {fire = "test_EmptyObjectForFireBig" createVehicle (getPos _x);} forEach ((getPos fire) nearObjects ["House",25]); hint "Fire propagated"; }; sleep 20; }; It seems that fire is never null, because it keeps propagating itself, it doesn't matter if I delete the first fire, it remain still "something" that propagates the fire. Share this post Link to post Share on other sites