Update local_lights_off.sqf

Delete lights started to delete street lights - fixed.
This commit is contained in:
Andrew Gregory
2013-09-14 03:41:36 +01:00
parent 080f8e83c6
commit b5f3bfe5ac

View File

@@ -2,11 +2,10 @@
DayZ Epoch Lighting System - Fail / Switch Off Lights
Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk.
*/
private ["_hsRange","_rng","_pos","_hsCount","_nrstTrig","_objHouses","_objHouse","_nrLights","_nrTowers","_doRand","_rnd","_animlightpoint","_hasLight","_sleeptime","_lightstate","_cntNrGen"];
private ["_hsRange","_rng","_pos","_hsCount","_nrstTrig","_objHouses","_objHouse","_nrTowers","_doRand","_rnd","_animlightpoint","_hasLight","_sleeptime","_lightstate","_objLightPoint"];
_rng = _this select 0;//Full distance to turn off all lights if required
_nrstTrig = _this select 1;
_doRand = _this select 2;//Random if gen not required otherwise just switch thenm off,,
_cntNrGen = _this select 3;
_hsRange = _this select 4;//House range for randomly failing nearby (within lp distance)houses)
_hasLight = false;
@@ -26,6 +25,7 @@ _objHouses = nearestObjects [_nrstTrig, ["House"], _hsRange];
if(_s%2==0)then{
if(_hasLight)then{_animlightpoint setLightBrightness 0;};
_objHouse animate ["Lights_1",0];
_objHouse animate ["Lights_2",0];
}else{
if(_hasLight)then{_animlightpoint setLightBrightness 0.01;};
_objHouse animate ["Lights_1",1];
@@ -40,14 +40,20 @@ _objHouses = nearestObjects [_nrstTrig, ["House"], _hsRange];
};
};
}else{//Switch them all off
_nrLights = position _nrstTrig nearObjects ["#lightpoint",_rng];
_nrTowers = nearestObjects [_nrstTrig, ["Land_Ind_IlluminantTower"], _rng];
if(count _nrLights >0)then{
{
deleteVehicle _x;
}forEach _nrLights;
};
_objHouses = nearestObjects [_nrstTrig, ["House"], _rng];
_nrTowers = nearestObjects [_nrstTrig, ["Land_Ind_IlluminantTower"], _rng];
if(count _objHouses >0)then{
{
_pos = getPos _x;
_objLightPoint = nearestObject [_x, "#lightpoint"];
if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))<1.5)then{
deleteVehicle _objLightPoint;
};
}forEach _objHouses;
};
if(count _objHouses >0)then{
{
_x animate ["Lights_1",0];
@@ -58,6 +64,14 @@ _nrTowers = nearestObjects [_nrstTrig, ["Land_Ind_IlluminantTower"], _rng];
if(count _nrTowers >0)then{
{
_pos = getPos _x;
for "_s" from 1 to 4 do {
_objLightPoint = nearestObject [_x, "#lightpoint"];
if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))<25)then{
deleteVehicle _objLightPoint;
};
};
_x setVariable ["axeTLight", 0, false];
}forEach _nrTowers;
};