mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-16 05:39:58 +03:00
axeman lighting
This commit is contained in:
@@ -1,10 +1,12 @@
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/*
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DayZ Epoch Lighting System - Light Functions
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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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axe_returnStreetLights={
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private["_lights","_objName","_rng","_nrstGen"];
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_rng = _this select 0;
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_nrstGen = _this select 1;
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_lights = ["a_fuelstation_sign.p3d","lampa_ind_zebr.p3d","lampa_ind.p3d","lampa_sidl_3.p3d","lampa_sidl_2.p3d","lampa_sidl.p3d","powlines_concl.p3d","powlines_woodl.p3d"];
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axe_streetLamps=[];
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axe_generators=[];
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{
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@@ -22,7 +24,6 @@ axe_generators=[];
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} foreach nearestObjects [getPos _nrstGen, [], _rng];
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[axe_streetLamps,axe_generators]
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};
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axe_newLightPoint={
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private ["_lp","_pos","_col","_brt","_amb","_pos","_dir","_vect"];
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_col = _this select 0;
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@@ -31,14 +32,14 @@ _amb = _this select 2;
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_pos = _this select 3;
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_dir = _this select 4;
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_vect = _this select 5;
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_lp = "#lightpoint" createVehicle _pos;
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_lp = "#lightpoint" createVehicleLocal _pos;
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_lp setLightColor _col;
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_lp setLightBrightness _brt;
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_lp setLightAmbient _amb;
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_lp setDir _dir;
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_lp setVectorUp _vect;
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_lp
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};
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axe_lightPoint={
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private ["_lp","_col","_brt","_amb"];
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_col = _this select 0;
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@@ -49,7 +50,6 @@ _lp setLightColor _col;
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_lp setLightBrightness _brt;
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_lp setLightAmbient _amb;
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};
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axe_towerLight={
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private["_twr","_lCol","_lbrt","_lamb","_oset","_twrPos","_rad","_a","_b","_ang","_nrTLs","_doLit"];
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_twr = _this select 3 select 0;
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@@ -82,3 +82,11 @@ _nrTLs= position _twr nearObjects ["#lightpoint",30];
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};
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};
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};
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axe_TestMoveHC={
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private ["_startPos","_currPos"];
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_currPos = _this select 0;
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_startPos = [_currPos,50,180,20,0,800,0] call BIS_fnc_findSafePos;
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player setPosATL _startPos;
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};
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@@ -1,44 +1,50 @@
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/*
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DayZ Epoch Lighting System
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DayZ Epoch Lighting System - House 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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*/
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private ["_lightstate","_objLightPoint","_pos","_objHouse","_dir","_rng","_nrstGen"];
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private ["_lightstate","_objLightPoint","_pos","_objHouse","_dir","_rng","_nrstTrig","_rndLights","_lmpCol"];
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_rng = _this select 0;
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_nrstGen = _this select 1;
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_objHouse = nearestObjects [_nrstGen, ["House"], _rng];
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_nrstTrig = _this select 1;
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_rndLights = _this select 2;
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_lmpCol = _this select 3;
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_objHouse = nearestObjects [_nrstTrig, ["House"], _rng];
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if(!isNil "_objHouse")then{
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{
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_lightstate = _x animationPhase "Lights_1";//Window lights on or off
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_pos = getPos _x;
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_dir = getDir _x;
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if(_lightstate==0) then
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{
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_x animate ["Lights_1",1];
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if(65 <(random 100)) then{
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_x animate ["Lights_2",1];
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};
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sleep .1;
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};
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if(_lightstate==1) then
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{
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_objLightPoint = nearestObject [_x, "#lightpoint"];
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if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))>1)then{
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[[1, 1, 1],0.01,[5, 5, 5],[_pos select 0,_pos select 1,-3],_dir,[0,0,-1]] call axe_newLightPoint;
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_x setVariable ["axeHLight", 1, false];
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}else{
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if(_rndLights>(random 100))then{
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_lightstate = _x animationPhase "Lights_1";//Window lights on or off
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_pos = getPos _x;
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_dir = getDir _x;
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if(_x getVariable ["axeHLight", 0]<2)then{
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if(_lightstate==0) then
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{
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_x animate ["Lights_1",1];
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if(65 <(random 100)) then{
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_x animate ["Lights_2",1];
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};
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sleep .1;//Wait for animation phase
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};
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if((_x animationPhase "Lights_1"==1))then{
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if((_x getVariable ["axeHLight", 0])<1)then{
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[[1, 1, 1],0.01,[5, 5, 5],_objLightPoint] call axe_lightPoint;
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_x setVariable ["axeHLight", 1, false];
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_objLightPoint = nearestObject [_x, "#lightpoint"];
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if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))>1)then{
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[_lmpCol,0.01,_lmpCol,[_pos select 0,_pos select 1,-3],_dir,[0,0,-1]] call axe_newLightPoint;
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_x setVariable ["axeHLight", 1, false];
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}else{
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if((_x getVariable ["axeHLight", 0])<1)then{
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[_lmpCol,0.01,_lmpCol,_objLightPoint] call axe_lightPoint;
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_x setVariable ["axeHLight", 1, false];
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};
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};
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};
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};
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}else{
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_x setVariable ["axeHLight", 2, false];//Set as failed power supply
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};
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} forEach _objHouse;
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};
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@@ -1,76 +1,96 @@
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/*
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DayZ Epoch Lighting System
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DayZ Epoch Lighting System - Light Control
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Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk.
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To Do - Tidy up decision logic | light poles ? | player movement detection currently removed, need to deal with newly started generators | Tidy up tower light code
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*/
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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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private ["_nrGen","_rndLights","_genClass","_i","_doHouse","_doStreet","_doTower","_doLight","_fnHr","_stHr","_plyr","_hndlSLights","_hndlHLights","_hndlTLights","_hndlDelLights","_hndlFailLights","_tmpPlyrPos","_ndGen","_trgRng","_rngPlyr","_arrStreetLights","_rtnLights","_wait","_waitcmd","_trigDist","_lightTrig","_lmpCol","_failPcnt"];
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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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_stHr = _this select 0;//Hour (in 24 hours) to start lights
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_fnHr = _this select 1;//Hour (in 24 hours) to stop lights
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waitUntil {(daytime<_fnHr||daytime>_stHr)};
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_doHouse=true;//House Lights ?
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_doStreet=true;//Street Lights ?
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_doTower=true;// Tower Lights ?
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_ndGen = true;//Require a Generator ?
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_rngGen = 120;//Generator power range.
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_rngPlyr = 600;//Distance from player to search for generators.
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_trigDist = 10;//Distance that player needs to move to trigger the routine.
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//END OF EDIT VARS
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_doHouse = _this select 2;//House Lights ?
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_doStreet = _this select 3;//Street Lights ?
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_doTower = _this select 4;// Tower Lights ?
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_ndGen = _this select 5;//Require a Generator ?
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_rndLights = _this select 6;//Add a chance for lights to come on as a precentage. 100 = always on.. Use this to reduce frequency of lights, designed for no generator but will work with either option
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_trgRng = _this select 7;//Range from trigger (generator or player) to light up objects.
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_rngPlyr = _this select 8;//Distance from player to search for generators.
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_trigDist = _this select 9;//Distance that player needs to move to trigger the routine.
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_lmpCol = _this select 10;//Change Street Lamp Colour
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_genClass = _this select 11;//Generator class. NB. Is Epcoh specific as variable
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_tmpPlyrPos = [0,0,0];
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_wait = [];
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_doAll = true;
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_doLight = true;
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_nrGen = [];
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_failPcnt = 42;//Percentage to fail house lights
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_lightTrig = [];//Central point around which to run the lights - _trigDist is calculated from the position of this entity (player or generator)
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_lightFunctions.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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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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while {alive player}
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do
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{
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if(daytime<_fnHr||daytime>_stHr)then{
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_plyr = vehicle player;
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_tmpPlyrPos = getPos _plyr;
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_nrGen = nearestObjects [player, ["Generator_DZ"], _rngPlyr];
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_plyr = vehicle player;
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if(_ndGen)then{
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_nrGen = nearestObjects [_plyr, [_genClass], _rngPlyr];
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_lightTrig = _nrGen;
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}else{
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_lightTrig = [_plyr];
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_nrGen = [];
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};
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//Logic to decide if lights to be done or not
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if(_ndGen && (count _nrGen)<1)then{_doLight = false;}else{_doLight=true;};//Nearby Generator ?
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if(!_ndGen)then{_doLight = true;};//Generator not required !
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{
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if(_ndGen && !(_x getVariable["GeneratorRunning",false]))then{_doLight = false;};//Final check - Not run if nearest gen isn't running
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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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if(_doLight)then{
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_rtnLights = [_rngGen,_x] call axe_returnStreetLights;
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_rtnLights = [_trgRng,_x] call axe_returnStreetLights;
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_arrStreetLights = _rtnLights select 0;
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_waitcmd="";
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_wait=[];
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if(_doTower)then{
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_hndlTLights = [_rngGen,_x] spawn axeTowerLights;
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_hndlTLights = [_trgRng,_x,_rndLights] spawn axeTowerLights;
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[_wait , "scriptDone _hndlTLights"] call BIS_fnc_arrayPush;
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};
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if(_doHouse)then{
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_hndlHLights = [_rngGen,_x] spawn axeHouseLights;
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_hndlHLights = [_trgRng,_x,_rndLights,_lmpCol] spawn axeHouseLights;
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[_wait , "scriptDone _hndlHLights"] call BIS_fnc_arrayPush;
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};
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if(_doStreet)then{
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_hndlSLights = [_arrStreetLights,_x] spawn axeStreetLights;
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_hndlSLights = [_arrStreetLights,_x,_lmpCol,_rndLights] spawn axeStreetLights;
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[_wait , "scriptDone _hndlSLights"] call BIS_fnc_arrayPush;
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};
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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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}else{
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};
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if(_ndGen && !(_x getVariable["GeneratorRunning",false]))then{
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//hint "Lights Off";
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_hndlDelLights = [_rngGen,_x] spawn axeDeleteLights;
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_hndlDelLights = [_trgRng,_x,false] spawn axeDeleteLights;
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waitUntil {scriptDone _hndlDelLights};
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};
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}forEach _nrGen;
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if( abs ([_tmpPlyrPos, getPos _plyr] call BIS_fnc_distance2D)<_trigDist)then{_doAll=false;};
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};
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//Random Light Failure
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if(_failPcnt>(random 100))then{
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_hndlFailLights = [_trgRng,_x,true] spawn axeDeleteLights;
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waitUntil {scriptDone _hndlFailLights};
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};
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}forEach _lightTrig;
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};
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};
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@@ -1,20 +1,63 @@
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/*
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DayZ Epoch Lighting System
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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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*/
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private ["_objLightPoint","_rng","_nrstGen","_objHouse"];
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private ["_rng","_nrstTrig","_objHouses","_objHouse","_nrLights","_nrTowers","_doRand","_rnd","_animlightpoint","_sleeptime","_brightness"];
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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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_rng = _rng + 20;
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_nrstTrig = _this select 1;
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_doRand = _this select 2;
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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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if(_doRand)then{//Randomly fail a nearby house
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if(count _objHouses >0)then{
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_rnd = random count _objHouses;
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_objHouse = _objHouses select _rnd;
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_animlightpoint = nearestObject [_objHouse, "#lightpoint"];
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for "_s" from 1 to 5 do {
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if(_s%2==0)then
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{
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_brightness=0;
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for "_l" from 1 to 2 do {
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_objHouse animate [format ["Lights_%1",_l],0];
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};
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}
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else
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{
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_brightness=0.01;
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for "_l" from 1 to 2 do {
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_objHouse animate [format ["Lights_%1",_l],1];
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};
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};
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_animlightpoint setLightBrightness _brightness;
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_sleeptime=(random 100)/1200;
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sleep _sleeptime;
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};
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_animlightpoint setLightBrightness 0;
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_objHouse animate ["Lights_1",0];
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_objHouse animate ["Lights_2",0];
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_objHouse setVariable ["axeHLight", 0, false];
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};
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}
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else{
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if(count _nrLights >0)then{
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{
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deleteVehicle _x;
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}forEach _nrLights;
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};
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if(count _objHouses >0)then{
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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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_x setVariable ["axeHLight", 0, false];
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}forEach _objHouses;
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};
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if(count _nrTowers >0)then{
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{
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_x setVariable ["axeTLight", 0, false];
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}forEach _nrTowers;
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};
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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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@@ -1,39 +1,36 @@
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/*
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DayZ Epoch Lighting System
|
||||
DayZ Epoch Lighting System - Street 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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*/
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private ["_streetLamps","_num","_location","_objLightPoint","_away","_objSLamp","_nrstGen","_dir"];
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//Changed adding variable to generator to adding to new lightpoint as player now a trigger also.
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private ["_streetLamps","_num","_location","_objLightPoint","_away","_objSLamp","_dir","_lp","_sLampCol","_rndLights"];
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_streetLamps= _this select 0;
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_nrstGen = _this select 1;
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_sLampCol = _this select 2;
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_rndLights = _this select 3;
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_num=0;
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if(!isNil "_streetLamps")then{
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//Illuminate
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{
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_objSLamp= _x select 0;
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_location = getPos _objSLamp;
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_objLightPoint = nearestObject [_location, "#lightpoint"];
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_away= abs ([_objSLamp, _objLightPoint] call BIS_fnc_distance2D);
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if(_away>1)then{
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if(_rndLights>(random 100))then{
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_objSLamp= _x select 0;
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_location = getPos _objSLamp;
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_objLightPoint = nearestObject [_location, "#lightpoint"];
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_away= abs ([_objSLamp, _objLightPoint] call BIS_fnc_distance2D);
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_dir = getDir _objSLamp;
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_location set [1, (getPos _objSLamp select 1) + ((0.6)*sin(_dir))];
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_location set [2,_location select 2 - 0.2];
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[[1, 0.88, 0.73],0.04,[1, 0.88, 0.73],_location,_dir,[0,0,-1]] call axe_newLightPoint;
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if(_away>1)then{
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_dir = getDir _objSLamp;
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_location set [1, (getPos _objSLamp select 1) + ((0.6)*sin(_dir))];
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_location set [2,_location select 2 - 0.2];
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_lp = [_sLampCol,0.04,_sLampCol,_location,_dir,[0,0,-1]] call axe_newLightPoint;
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_lp setVariable ["axeSLight", 1, false];
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}else{
|
||||
if((_nrstGen getVariable ["axeSLight",0])<1)then{
|
||||
|
||||
[[1, 0.88, 0.73],0.04,[1, 0.88, 0.73],_objLightPoint] call axe_lightPoint;
|
||||
}else{
|
||||
if((_objLightPoint getVariable ["axeSLight",0])<1)then{
|
||||
|
||||
[_sLampCol,0.04,_sLampCol,_objLightPoint] call axe_lightPoint;
|
||||
};
|
||||
};
|
||||
_num=_num+1;
|
||||
};
|
||||
_num=_num+1;
|
||||
}forEach _streetLamps;
|
||||
_nrstGen setVariable ["axeSLight", 1, false];
|
||||
};
|
||||
|
||||
|
||||
@@ -1,26 +1,21 @@
|
||||
/*
|
||||
DayZ Epoch Lighting System
|
||||
DayZ Epoch Lighting System -Illuminant Tower Lights
|
||||
Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk.
|
||||
*/
|
||||
private ["_nrTowers","_rng","_nrstGen","_lCol","_lbrt","_lamb","_twrCl","_doLit"];
|
||||
private ["_nrTowers","_rng","_nrstTrig","_lCol","_lbrt","_lamb","_twrCl","_doLit"/*,"_rndLights"*/];
|
||||
_rng = (_this select 0)*2;
|
||||
_nrstGen = _this select 1;
|
||||
_nrstTrig = _this select 1;
|
||||
//_rndLights = _this select 2;
|
||||
_lCol = [1, 0.88, 0.73];
|
||||
_lbrt = 0.04;
|
||||
_lamb = [1, 0.88, 0.73];
|
||||
_twrCl = "Land_Ind_IlluminantTower";
|
||||
_nrTowers = nearestObjects [_nrstGen, [_twrCl], _rng];
|
||||
_nrTowers = nearestObjects [_nrstTrig, [_twrCl], _rng];
|
||||
if(count _nrTowers >0)then{
|
||||
{
|
||||
_doLit=false;
|
||||
|
||||
if((_x getVariable ["axeTLight", 0])<1)then{
|
||||
_doLit=true;
|
||||
};
|
||||
|
||||
[_lCol,_lbrt,_lamb,[_x],[_doLit]] call axe_towerLight;
|
||||
|
||||
_x setVariable ["axeTLight", 1, false];
|
||||
|
||||
[_lCol,_lbrt,_lamb,[_x],[true]] call axe_towerLight;
|
||||
_x setVariable ["axeTLight", 1, false];
|
||||
};
|
||||
}forEach _nrTowers;
|
||||
};
|
||||
|
||||
@@ -104,6 +104,6 @@ if (!isDedicated) then {
|
||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||
|
||||
//Lights
|
||||
[] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
[17,6,true,true,true,true,42,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ"] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
};
|
||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||
|
||||
@@ -104,6 +104,6 @@ if (!isDedicated) then {
|
||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||
|
||||
//Lights
|
||||
[] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
[17,6,true,true,true,true,42,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ"] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
};
|
||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||
|
||||
@@ -104,6 +104,6 @@ if (!isDedicated) then {
|
||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||
|
||||
//Lights
|
||||
[] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
[17,6,true,true,true,true,42,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ"] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
};
|
||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||
|
||||
@@ -104,6 +104,6 @@ if (!isDedicated) then {
|
||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||
|
||||
//Lights
|
||||
[] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
[17,6,true,true,true,true,42,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ"] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
};
|
||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||
|
||||
@@ -116,6 +116,6 @@ if (!isDedicated) then {
|
||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||
|
||||
//Lights
|
||||
[] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
[17,6,true,true,true,true,36,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ"] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
};
|
||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||
|
||||
@@ -117,6 +117,6 @@ if (!isDedicated) then {
|
||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||
|
||||
//Lights
|
||||
[] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
[17,6,true,true,true,true,42,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ"] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
};
|
||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||
|
||||
@@ -84,5 +84,5 @@ if (!isDedicated) then {
|
||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||
|
||||
//Lights
|
||||
[] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
[17,6,true,true,true,true,42,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ"] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
};
|
||||
|
||||
@@ -104,6 +104,6 @@ if (!isDedicated) then {
|
||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||
|
||||
//Lights
|
||||
[] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
[17,6,true,true,true,true,42,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ"] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
};
|
||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||
|
||||
@@ -75,5 +75,5 @@ if (!isDedicated) then {
|
||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||
|
||||
//Lights
|
||||
[] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
[17,6,true,true,true,true,42,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ"] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
};
|
||||
|
||||
@@ -104,6 +104,6 @@ if (!isDedicated) then {
|
||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||
|
||||
//Lights
|
||||
[] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
[17,6,true,true,true,true,42,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ"] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
};
|
||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||
|
||||
@@ -104,6 +104,6 @@ if (!isDedicated) then {
|
||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||
|
||||
//Lights
|
||||
[] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
[17,6,true,true,true,true,42,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ"] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
};
|
||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||
|
||||
@@ -104,6 +104,6 @@ if (!isDedicated) then {
|
||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||
|
||||
//Lights
|
||||
[] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
[17,6,true,true,true,true,42,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ"] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
};
|
||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||
|
||||
@@ -104,6 +104,6 @@ if (!isDedicated) then {
|
||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||
|
||||
//Lights
|
||||
[] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
[17,6,true,true,true,true,42,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ"] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
};
|
||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||
|
||||
@@ -105,6 +105,6 @@ if (!isDedicated) then {
|
||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||
|
||||
//Lights
|
||||
[] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
[17,6,true,true,true,true,42,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ"] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
};
|
||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||
|
||||
@@ -105,6 +105,6 @@ if (!isDedicated) then {
|
||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||
|
||||
//Lights
|
||||
[] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
[17,6,true,true,true,true,42,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ"] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
};
|
||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||
|
||||
@@ -104,6 +104,6 @@ if (!isDedicated) then {
|
||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||
|
||||
//Lights
|
||||
[] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
[17,6,true,true,true,true,42,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ"] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
};
|
||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||
|
||||
@@ -104,6 +104,6 @@ if (!isDedicated) then {
|
||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||
|
||||
//Lights
|
||||
[] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
[17,6,true,true,true,true,42,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ"] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
};
|
||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||
|
||||
@@ -73,4 +73,7 @@ if (!isDedicated) then {
|
||||
_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
|
||||
_playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
|
||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||
};
|
||||
|
||||
//Lights
|
||||
[17,6,true,true,true,true,42,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ"] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user