Update local_lights_house.sqf

This commit is contained in:
Andrew Gregory
2013-09-14 21:47:19 +01:00
parent 41c6d4bda1
commit 9b542f2f3c

View File

@@ -2,22 +2,23 @@
DayZ Epoch Lighting System - House Lights
Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk.
*/
private ["_objLightPoint","_pos","_objHouse","_dir","_rng","_lpDist","_nrstTrig","_rndLights","_lmpCol"];
private ["_objLightPoint","_pos","_objHouse","_dir","_rng","_lpDist","_nrstTrig","_rndLights","_lmpCol","_failRnd"];
_rng = _this select 0;//player range to light windows
_nrstTrig = _this select 1;
_rndLights = _this select 2;
_lmpCol = _this select 3;
_lpDist = _this select 4;//Range to create lightpoints at
_failRnd = _this select 5;//use trigger distance value as random for failure. This controls the long term failure of lights
_objHouse = nearestObjects [_nrstTrig, ["House"], _rng];
if(!isNil "_objHouse")then{
{
{
if(_x getVariable ["axeHLight", 0]<1)then{
if(_rndLights>random 100)then{
if(_x animationPhase "Lights_1"==0) then
{
_x animate ["Lights_1",1];
if(42 > random 100) then{_x animate ["Lights_2",1];};
//sleep .1;//Wait for animation phase
if(42 > random 100) then{_x animate ["Lights_2",1];};//Randomly light second set of windows (some houses have two)
sleep .1;//Wait for animation phase
};
if((_x animationPhase "Lights_1">0))then{
_pos = getPos _x;
@@ -25,13 +26,13 @@ if(!isNil "_objHouse")then{
_objLightPoint = nearestObject [_x, "#lightpoint"];
if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))>1)then{
if((player distance _x) < _lpDist)then{
[_lmpCol,0.01,_lmpCol,[_pos select 0,_pos select 1,-3],_dir,[0,0,-1]] call axe_newLightPoint;
if(player distance _x < _lpDist)then{
[_lmpCol,0.03,_lmpCol,[_pos select 0,_pos select 1,-3],_dir,[0,0,-1]] call axe_newLightPoint;
_x setVariable ["axeHLight", 1, false];
};
}else{
if((player distance _x) < _lpDist)then{
[_lmpCol,0.01,_lmpCol,_objLightPoint] call axe_lightPoint;
if(player distance _x < _lpDist)then{
[_lmpCol,0.03,_lmpCol,_objLightPoint] call axe_lightPoint;
_x setVariable ["axeHLight", 1, false];
}else{
deleteVehicle _objLightPoint;
@@ -41,8 +42,14 @@ if(!isNil "_objHouse")then{
};
};
}else{
if(_rndLights<random 100)then{
_x setVariable ["axeHLight", 1, true];
if(2>random _failRnd)then{//Low chance that house is failed permanently. Until next generator restart - Generator is being overworked.
_objLightPoint = nearestObject [_x, "#lightpoint"];
if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))<1.2)then{
deleteVehicle _objLightPoint;
};
_x animate ["Lights_1",0];
_x animate ["Lights_2",0];
_x setVariable ["axeHLight", 2, true];//2 = off
};
};
} forEach _objHouse;