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https://github.com/EpochModTeam/DayZ-Epoch.git
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Merge pull request #526 from andgregor/master
Update fn_lightFunctions.sqf
This commit is contained in:
@@ -82,3 +82,20 @@ _nrTLs= position _twr nearObjects ["#lightpoint",30];
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};
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};
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};
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};
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};
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};
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DZE_getModelName = {
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_objInfo = toArray(str(_this));
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_lenInfo = count _objInfo - 1;
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_objName = [];
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_i = 0;
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// determine where the object name starts
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{
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if (58 == _objInfo select _i) exitWith {};
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_i = _i + 1;
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} forEach _objInfo;
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_i = _i + 2; // skip the ": " part
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for "_k" from _i to _lenInfo do {
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_objName = _objName + [_objInfo select _k];
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};
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_objName = toLower(toString(_objName));
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_objName
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};
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@@ -2,7 +2,7 @@
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DayZ Epoch Lighting System
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DayZ Epoch Lighting System
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Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk.
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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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*/
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private ["_nrGen","_i","_doHouse","_doStreet","_doTower","_doAll","_fnHr","_stHr","_plyr","_hndlSLights","_hndlHLights","_hndlTLights","_tmpPlyrPos","_ndGen","_rngGen","_rngPlyr","_arrStreetLights","_rtnLights","_wait","_waitcmd","_trigDist"];
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private ["_nrGen","_i","_doHouse","_doStreet","_doTower","_doAll","_fnHr","_stHr","_plyr","_hndlSLights","_hndlHLights","_hndlTLights","_hndlDelLights","_tmpPlyrPos","_ndGen","_rngGen","_rngPlyr","_arrStreetLights","_rtnLights","_wait","_waitcmd","_trigDist"];
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_stHr = 17;//Hour (in 24 hours) to start lights
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_stHr = 17;//Hour (in 24 hours) to start lights
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_fnHr = 6;//Hour (in 24 hours) to stop lights
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_fnHr = 6;//Hour (in 24 hours) to stop lights
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@@ -24,6 +24,7 @@ call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_lightFunc
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axeTowerLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_tower.sqf";
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axeTowerLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_tower.sqf";
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axeHouseLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_house.sqf";
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axeHouseLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_house.sqf";
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axeStreetLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_street.sqf";
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axeStreetLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_street.sqf";
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axeDeleteLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_off.sqf";
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waitUntil {getPos Player select 0 > 0};
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waitUntil {getPos Player select 0 > 0};
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while {alive player}
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while {alive player}
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@@ -35,12 +36,11 @@ do
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_nrGen = nearestObjects [player, ["Generator_DZ"], _rngPlyr];
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_nrGen = nearestObjects [player, ["Generator_DZ"], _rngPlyr];
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if(count _nrGen >0)then{
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};
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{
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{
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if(_ndGen && (count _nrGen)<1)then{_doAll = false;}else{_doAll=true;};
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if(_doAll)then{
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//if(_ndGen && (count _nrGen)<1)then{_doAll = false;}else{_doAll=true;};
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if(_x getVariable["GeneratorRunning",false])then{
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_rtnLights = [_rngGen,_x] call axe_returnStreetLights;
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_rtnLights = [_rngGen,_x] call axe_returnStreetLights;
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_arrStreetLights = _rtnLights select 0;
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_arrStreetLights = _rtnLights select 0;
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@@ -62,7 +62,10 @@ do
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for [{_i=0}, {_i<3}, {_i=_i+1}]do{_waitcmd=_waitcmd+format["%1",_wait select _i];if(_i<2)then{_waitcmd=_waitcmd+"&&";};};
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for [{_i=0}, {_i<3}, {_i=_i+1}]do{_waitcmd=_waitcmd+format["%1",_wait select _i];if(_i<2)then{_waitcmd=_waitcmd+"&&";};};
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call compile format ["waitUntil {%1}",_waitcmd];
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call compile format ["waitUntil {%1}",_waitcmd];
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}else{
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//hint "Lights Off";
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_hndlDelLights = [_rngGen,_x] spawn axeDeleteLights;
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waitUntil {scriptDone _hndlDelLights};
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};
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};
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}forEach _nrGen;
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}forEach _nrGen;
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20
SQF/dayz_code/compile/local_lights_off.sqf
Normal file
20
SQF/dayz_code/compile/local_lights_off.sqf
Normal file
@@ -0,0 +1,20 @@
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/*
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DayZ Epoch Lighting System
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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","_rng","_nrstGen","_objHouse"];
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_rng = _this select 0;
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_rng=_rng+5;
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_nrstGen = _this select 1;
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_objLightPoint = nearestObject [_nrstGen, "#lightpoint"];
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while {_nrstGen distance _objLightPoint < _rng} do {
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_objLightPoint = nearestObject [_nrstGen, "#lightpoint"];
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deleteVehicle _objLightPoint;
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};
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_objHouse = nearestObjects [_nrstGen, ["House"], _rng];
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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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}forEach _objHouse;
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