diff --git a/SQF/dayz_code/compile/local_lights_house.sqf b/SQF/dayz_code/compile/local_lights_house.sqf index 3b785ae54..ef74e1fe2 100644 --- a/SQF/dayz_code/compile/local_lights_house.sqf +++ b/SQF/dayz_code/compile/local_lights_house.sqf @@ -2,13 +2,12 @@ DayZ Epoch Lighting System - House Lights Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk. */ -private ["_objLightPoint","_pos","_objHouse","_dir","_rng","_lpDist","_nrstTrig","_rndLights","_lmpCol","_failRnd"]; +private ["_objLightPoint","_pos","_objHouse","_dir","_rng","_lpDist","_nrstTrig","_rndLights","_lmpCol"]; _rng = _this select 0;//player range to light windows _nrstTrig = _this select 1; _rndLights = _this select 2; _lmpCol = _this select 3; _lpDist = _this select 4;//Range to create lightpoints at -_failRnd = _this select 5;//use trigger distance value as random for failure. This controls the long term failure of lights _objHouse = nearestObjects [_nrstTrig, ["House"], _rng]; if(!isNil "_objHouse")then{ { @@ -41,16 +40,6 @@ if(!isNil "_objHouse")then{ }; }; }; - }else{ - if(2>random _failRnd)then{//Low chance that house is failed permanently. Until next generator restart - Generator is being overworked. - _objLightPoint = nearestObject [_x, "#lightpoint"]; - if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))<1.2)then{ - deleteVehicle _objLightPoint; - }; - _x animate ["Lights_1",0]; - _x animate ["Lights_2",0]; - _x setVariable ["axeHLight", 2, true];//2 = off - }; }; } forEach _objHouse; };