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Create local_lights_street.sqf
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39
SQF/dayz_code/compile/local_lights_street.sqf
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39
SQF/dayz_code/compile/local_lights_street.sqf
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/*
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DayZ Epoch Lighting System
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Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk.
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*/
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private ["_streetLamps","_num","_location","_objLightPoint","_away","_objSLamp","_nrstGen","_dir"];
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_streetLamps= _this select 0;
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_nrstGen = _this select 1;
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_num=0;
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if(!isNil "_streetLamps")then{
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//Illuminate
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{
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_objSLamp= _x select 0;
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_location = getPos _objSLamp;
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_objLightPoint = nearestObject [_location, "#lightpoint"];
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_away= abs ([_objSLamp, _objLightPoint] call BIS_fnc_distance2D);
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if(_away>1)then{
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_dir = getDir _objSLamp;
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_location set [1, (getPos _objSLamp select 1) + ((0.6)*sin(_dir))];
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_location set [2,_location select 2 - 0.2];
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[[1, 0.88, 0.73],0.04,[1, 0.88, 0.73],_location,_dir,[0,0,-1]] call axe_newLightPoint;
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}else{
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if((_nrstGen getVariable ["axeSLight",0])<1)then{
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[[1, 0.88, 0.73],0.04,[1, 0.88, 0.73],_objLightPoint] call axe_lightPoint;
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};
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};
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_num=_num+1;
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}forEach _streetLamps;
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_nrstGen setVariable ["axeSLight", 1, false];
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};
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