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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-17 09:10:27 +03:00
Update local_lights_off.sqf
Delete lights started to delete street lights - fixed.
This commit is contained in:
@@ -2,11 +2,10 @@
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DayZ Epoch Lighting System - Fail / Switch Off Lights
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DayZ Epoch Lighting System - Fail / Switch Off Lights
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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 ["_hsRange","_rng","_pos","_hsCount","_nrstTrig","_objHouses","_objHouse","_nrLights","_nrTowers","_doRand","_rnd","_animlightpoint","_hasLight","_sleeptime","_lightstate","_cntNrGen"];
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private ["_hsRange","_rng","_pos","_hsCount","_nrstTrig","_objHouses","_objHouse","_nrTowers","_doRand","_rnd","_animlightpoint","_hasLight","_sleeptime","_lightstate","_objLightPoint"];
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_rng = _this select 0;//Full distance to turn off all lights if required
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_rng = _this select 0;//Full distance to turn off all lights if required
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_nrstTrig = _this select 1;
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_nrstTrig = _this select 1;
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_doRand = _this select 2;//Random if gen not required otherwise just switch thenm off,,
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_doRand = _this select 2;//Random if gen not required otherwise just switch thenm off,,
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_cntNrGen = _this select 3;
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_hsRange = _this select 4;//House range for randomly failing nearby (within lp distance)houses)
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_hsRange = _this select 4;//House range for randomly failing nearby (within lp distance)houses)
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_hasLight = false;
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_hasLight = false;
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@@ -26,6 +25,7 @@ _objHouses = nearestObjects [_nrstTrig, ["House"], _hsRange];
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if(_s%2==0)then{
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if(_s%2==0)then{
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if(_hasLight)then{_animlightpoint setLightBrightness 0;};
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if(_hasLight)then{_animlightpoint setLightBrightness 0;};
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_objHouse animate ["Lights_1",0];
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_objHouse animate ["Lights_1",0];
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_objHouse animate ["Lights_2",0];
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}else{
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}else{
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if(_hasLight)then{_animlightpoint setLightBrightness 0.01;};
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if(_hasLight)then{_animlightpoint setLightBrightness 0.01;};
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_objHouse animate ["Lights_1",1];
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_objHouse animate ["Lights_1",1];
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@@ -40,14 +40,20 @@ _objHouses = nearestObjects [_nrstTrig, ["House"], _hsRange];
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};
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};
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};
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};
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}else{//Switch them all off
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}else{//Switch them all off
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_nrLights = position _nrstTrig nearObjects ["#lightpoint",_rng];
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_objHouses = nearestObjects [_nrstTrig, ["House"], _rng];
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_nrTowers = nearestObjects [_nrstTrig, ["Land_Ind_IlluminantTower"], _rng];
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_nrTowers = nearestObjects [_nrstTrig, ["Land_Ind_IlluminantTower"], _rng];
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if(count _nrLights >0)then{
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if(count _objHouses >0)then{
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{
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{
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deleteVehicle _x;
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_pos = getPos _x;
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}forEach _nrLights;
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_objLightPoint = nearestObject [_x, "#lightpoint"];
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if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))<1.5)then{
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deleteVehicle _objLightPoint;
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};
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}forEach _objHouses;
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};
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};
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_objHouses = nearestObjects [_nrstTrig, ["House"], _rng];
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if(count _objHouses >0)then{
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if(count _objHouses >0)then{
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{
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{
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_x animate ["Lights_1",0];
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_x animate ["Lights_1",0];
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@@ -58,6 +64,14 @@ _nrTowers = nearestObjects [_nrstTrig, ["Land_Ind_IlluminantTower"], _rng];
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if(count _nrTowers >0)then{
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if(count _nrTowers >0)then{
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{
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{
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_pos = getPos _x;
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for "_s" from 1 to 4 do {
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_objLightPoint = nearestObject [_x, "#lightpoint"];
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if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))<25)then{
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deleteVehicle _objLightPoint;
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};
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};
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_x setVariable ["axeTLight", 0, false];
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_x setVariable ["axeTLight", 0, false];
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}forEach _nrTowers;
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}forEach _nrTowers;
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};
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};
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