Update local_lights_init.sqf

Bug fixes
This commit is contained in:
Andrew Gregory
2013-09-14 03:39:01 +01:00
parent 86763b9a3a
commit 71ea80de12

View File

@@ -5,7 +5,7 @@
To Do - Light poles - Automatic lighting for bases (with or without generator) - Menu action to switch off house and tower lights
Wishlist - Detect weather to make lights fail in thunder :)
*/
private ["_sleep","_lpRange","_hsRange","_nrGen","_genCount","_rndLightsIn","_rndLightsOut","_genClass","_i","_doHouse","_doStreet","_doTower","_doLight","_fnHr","_stHr","_plyr","_hndlSLights","_hndlHLights","_hndlTLights","_hndlDelLights","_hndlFailLights","_tmpPlyrPos","_ndGen","_trgRng","_rngPlyr","_arrStreetLights","_wait","_waitcmd","_waitCount","_trigDist","_lightTrig","_lmpCol"];
private ["_sleep","_lpRange","_hsRange","_nrGen","_genCount","_rndLightsIn","_rndLightsOut","_genClass","_doHouse","_doStreet","_doTower","_doLight","_fnHr","_stHr","_plyr","_hndlSLights","_hndlHLights","_hndlTLights","_hndlDelLights","_hndlFailLights","_ndGen","_trgRng","_rngPlyr","_arrStreetLights","_lightTrig","_lmpCol"];
_stHr = _this select 0;//Hour (in 24 hours) to start lights
_fnHr = _this select 1;//Hour (in 24 hours) to stop lights
@@ -19,13 +19,11 @@ _ndGen = _this select 5;//Require a Generator ?
_rndLightsIn = _this select 6;//Add a chance for lights to come on as a precentage. 100 = always on.. Use this to reduce frequency of lights, uses the opposite value to delete / fail lights..
_trgRng = _this select 7;//Range from trigger (generator or player) to light up objects.
_rngPlyr = _this select 8;//Distance from player to search for generators. If Generator not required distance to light objects (generally (: )
_trigDist = _this select 9;//Distance that player needs to move to trigger the routine. (NOT USED CURRENTLY)
//_trigDist = _this select 9;//Distance that player needs to move to trigger the routine. (NOT USED CURRENTLY)
_lmpCol = _this select 10;//Change House Light Colour. Streetlamps now set in config, not editable at runtime.
_genClass = _this select 11;//Generator class. Any (client viewable) Object with variable "GeneratorRunning" set to true will suffice.
_lpRange = _this select 12;//Range to create lightpoints (from player). And delete beyond (for houses only).
_sleep = _this select 14;//Sleep time - Code cycles too quickly to be realistic. Increasing _trgRng and/or _rngPlyr will have a similar effect but will cost in processing time..
_tmpPlyrPos = [0,0,0];
_wait = [];
_doLight = true;
_nrGen = [];
_genCount = 0;
@@ -44,63 +42,49 @@ do
_plyr = vehicle player;
_waitCount = 0;
_rndLightsOut = _rndLightsIn;
_nrGen = nearestObjects [_plyr, [_genClass], _rngPlyr];
_genCount = count _nrGen;
if(_ndGen)then{_lightTrig = _nrGen;}else{_lightTrig = [_plyr];};
//Logic to decide if lights to be done or not
if(_ndGen && _genCount<1)then{_doLight = false;}else{_doLight=true;};//Nearby Generator ?
if(!_ndGen)then{_doLight = true;};//Generator not required !
//Make lights reliable if generator running (for non generator requirement)
if(!_ndGen)then{
if(_genCount>0&&((_nrGen select 0) getVariable["GeneratorRunning",false]))then{
_rndLightsOut = 100;
_hsRange = _trgRng;
}else{
_hsRange = _rngPlyr;
};
if(_genCount>0&&((_nrGen select 0) getVariable["GeneratorRunning",false]))then{
_rndLightsOut = 92;
};
_arrStreetLights = [_trgRng,player,_rndLightsOut] call axe_returnStreetLights;
{
if(_ndGen && !(_x getVariable["GeneratorRunning",false]))then{_doLight = false;};//Final check - Not run if nearest gen isn't running
//Get streetlight objects anyway, will turn on streetlights and randomly switch some off.
_arrStreetLights = [_trgRng,_x,_rndLightsOut] call axe_returnStreetLights;
if(_doLight)then{
_waitcmd="";
_wait=[];
if(_doTower)then{
_hndlTLights = [_trgRng,_x,_rndLightsOut] spawn axeTowerLights;
_waitCount=_waitCount+1;
[_wait , "scriptDone _hndlTLights"] call BIS_fnc_arrayPush;
};
if(_doHouse)then{
_hndlHLights = [_hsRange,_x,_rndLightsOut,_lmpCol,_lpRange] spawn axeHouseLights;
_waitCount=_waitCount+1;
[_wait , "scriptDone _hndlHLights"] call BIS_fnc_arrayPush;
};
if(_doStreet)then{
_hndlSLights = [_arrStreetLights,_x,_lmpCol,_rndLightsOut] spawn axeStreetLights;
_waitCount=_waitCount+1;
[_wait , "scriptDone _hndlSLights"] call BIS_fnc_arrayPush;
};
for [{_i=0}, {_i<_waitCount}, {_i=_i+1}]do{_waitcmd=_waitcmd+format["%1",_wait select _i];if(_i<_waitCount-1)then{_waitcmd=_waitcmd+"&&";};};
call compile format ["waitUntil {%1}",_waitcmd];
};
if(_ndGen && !(_x getVariable["GeneratorRunning",false]))then{
//hint "Lights Off";
_hndlDelLights = [_rngPlyr,_x,false,_genCount,_lpRange] spawn axeDeleteLights;
waitUntil {scriptDone _hndlDelLights};
};
//Random Light Failure - Unless generator nearby
if(_rndLightsOut<random 100)then{
_hndlFailLights = [_rngPlyr,_x,true,_genCount,_lpRange] spawn axeDeleteLights;
waitUntil {scriptDone _hndlFailLights};