Merge pull request #526 from andgregor/master

Update fn_lightFunctions.sqf
This commit is contained in:
vbawol
2013-09-02 15:18:34 -07:00
3 changed files with 46 additions and 6 deletions

View File

@@ -82,3 +82,20 @@ _nrTLs= position _twr nearObjects ["#lightpoint",30];
};
};
};
DZE_getModelName = {
_objInfo = toArray(str(_this));
_lenInfo = count _objInfo - 1;
_objName = [];
_i = 0;
// determine where the object name starts
{
if (58 == _objInfo select _i) exitWith {};
_i = _i + 1;
} forEach _objInfo;
_i = _i + 2; // skip the ": " part
for "_k" from _i to _lenInfo do {
_objName = _objName + [_objInfo select _k];
};
_objName = toLower(toString(_objName));
_objName
};

View File

@@ -2,7 +2,7 @@
DayZ Epoch Lighting System
Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk.
*/
private ["_nrGen","_i","_doHouse","_doStreet","_doTower","_doAll","_fnHr","_stHr","_plyr","_hndlSLights","_hndlHLights","_hndlTLights","_tmpPlyrPos","_ndGen","_rngGen","_rngPlyr","_arrStreetLights","_rtnLights","_wait","_waitcmd","_trigDist"];
private ["_nrGen","_i","_doHouse","_doStreet","_doTower","_doAll","_fnHr","_stHr","_plyr","_hndlSLights","_hndlHLights","_hndlTLights","_hndlDelLights","_tmpPlyrPos","_ndGen","_rngGen","_rngPlyr","_arrStreetLights","_rtnLights","_wait","_waitcmd","_trigDist"];
_stHr = 17;//Hour (in 24 hours) to start lights
_fnHr = 6;//Hour (in 24 hours) to stop lights
@@ -24,6 +24,7 @@ call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_lightFunc
axeTowerLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_tower.sqf";
axeHouseLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_house.sqf";
axeStreetLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_street.sqf";
axeDeleteLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_off.sqf";
waitUntil {getPos Player select 0 > 0};
while {alive player}
@@ -35,12 +36,11 @@ do
_nrGen = nearestObjects [player, ["Generator_DZ"], _rngPlyr];
if(count _nrGen >0)then{
};
{
if(_ndGen && (count _nrGen)<1)then{_doAll = false;}else{_doAll=true;};
if(_doAll)then{
//if(_ndGen && (count _nrGen)<1)then{_doAll = false;}else{_doAll=true;};
if(_x getVariable["GeneratorRunning",false])then{
_rtnLights = [_rngGen,_x] call axe_returnStreetLights;
_arrStreetLights = _rtnLights select 0;
@@ -62,7 +62,10 @@ do
for [{_i=0}, {_i<3}, {_i=_i+1}]do{_waitcmd=_waitcmd+format["%1",_wait select _i];if(_i<2)then{_waitcmd=_waitcmd+"&&";};};
call compile format ["waitUntil {%1}",_waitcmd];
}else{
//hint "Lights Off";
_hndlDelLights = [_rngGen,_x] spawn axeDeleteLights;
waitUntil {scriptDone _hndlDelLights};
};
}forEach _nrGen;

View File

@@ -0,0 +1,20 @@
/*
DayZ Epoch Lighting System
Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk.
*/
private ["_objLightPoint","_rng","_nrstGen","_objHouse"];
_rng = _this select 0;
_rng=_rng+5;
_nrstGen = _this select 1;
_objLightPoint = nearestObject [_nrstGen, "#lightpoint"];
while {_nrstGen distance _objLightPoint < _rng} do {
_objLightPoint = nearestObject [_nrstGen, "#lightpoint"];
deleteVehicle _objLightPoint;
};
_objHouse = nearestObjects [_nrstGen, ["House"], _rng];
{
_x animate ["Lights_1",0];
_x animate ["Lights_2",0];
}forEach _objHouse;