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Update local_lights_house.sqf
Removed the random permanent failure of houses. Requires refinement.
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@@ -2,13 +2,12 @@
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DayZ Epoch Lighting System - House Lights
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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 ["_objLightPoint","_pos","_objHouse","_dir","_rng","_lpDist","_nrstTrig","_rndLights","_lmpCol","_failRnd"];
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private ["_objLightPoint","_pos","_objHouse","_dir","_rng","_lpDist","_nrstTrig","_rndLights","_lmpCol"];
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_rng = _this select 0;//player range to light windows
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_nrstTrig = _this select 1;
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_rndLights = _this select 2;
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_lmpCol = _this select 3;
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_lpDist = _this select 4;//Range to create lightpoints at
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_failRnd = _this select 5;//use trigger distance value as random for failure. This controls the long term failure of lights
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_objHouse = nearestObjects [_nrstTrig, ["House"], _rng];
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if(!isNil "_objHouse")then{
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{
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@@ -41,16 +40,6 @@ if(!isNil "_objHouse")then{
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};
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};
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};
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}else{
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if(2>random _failRnd)then{//Low chance that house is failed permanently. Until next generator restart - Generator is being overworked.
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_objLightPoint = nearestObject [_x, "#lightpoint"];
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if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))<1.2)then{
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deleteVehicle _objLightPoint;
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};
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_x animate ["Lights_1",0];
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_x animate ["Lights_2",0];
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_x setVariable ["axeHLight", 2, true];//2 = off
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};
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};
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} forEach _objHouse;
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};
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