diff --git a/SQF/dayz_code/compile/local_lights_house.sqf b/SQF/dayz_code/compile/local_lights_house.sqf new file mode 100644 index 000000000..9b6f2f2ba --- /dev/null +++ b/SQF/dayz_code/compile/local_lights_house.sqf @@ -0,0 +1,44 @@ +/* + DayZ Epoch Lighting System + Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk. +*/ +private ["_lightstate","_objLightPoint","_pos","_objHouse","_dir","_rng","_nrstGen"]; +_rng = _this select 0; +_nrstGen = _this select 1; +_objHouse = nearestObjects [_nrstGen, ["House"], _rng]; + +if(!isNil "_objHouse")then{ + { + + _lightstate = _x animationPhase "Lights_1";//Window lights on or off + _pos = getPos _x; + _dir = getDir _x; + + if(_lightstate==0) then + { + _x animate ["Lights_1",1]; + if(65 <(random 100)) then{ + _x animate ["Lights_2",1]; + }; + sleep .1; + }; + + if(_lightstate==1) then + { + _objLightPoint = nearestObject [_x, "#lightpoint"]; + if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))>1)then{ + + [[1, 1, 1],0.01,[5, 5, 5],[_pos select 0,_pos select 1,-3],_dir,[0,0,-1]] call axe_newLightPoint; + _x setVariable ["axeHLight", 1, false]; + + }else{ + + if((_x getVariable ["axeHLight", 0])<1)then{ + [[1, 1, 1],0.01,[5, 5, 5],_objLightPoint] call axe_lightPoint; + _x setVariable ["axeHLight", 1, false]; + }; + }; + }; + + } forEach _objHouse; +};