axeman lighting

This commit is contained in:
[VB]AWOL
2013-09-08 00:55:56 -05:00
24 changed files with 212 additions and 140 deletions

View File

@@ -1,10 +1,12 @@
/*
DayZ Epoch Lighting System - Light Functions
Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk.
*/
axe_returnStreetLights={
private["_lights","_objName","_rng","_nrstGen"];
_rng = _this select 0;
_nrstGen = _this select 1;
_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"];
axe_streetLamps=[];
axe_generators=[];
{
@@ -22,7 +24,6 @@ axe_generators=[];
} foreach nearestObjects [getPos _nrstGen, [], _rng];
[axe_streetLamps,axe_generators]
};
axe_newLightPoint={
private ["_lp","_pos","_col","_brt","_amb","_pos","_dir","_vect"];
_col = _this select 0;
@@ -31,14 +32,14 @@ _amb = _this select 2;
_pos = _this select 3;
_dir = _this select 4;
_vect = _this select 5;
_lp = "#lightpoint" createVehicle _pos;
_lp = "#lightpoint" createVehicleLocal _pos;
_lp setLightColor _col;
_lp setLightBrightness _brt;
_lp setLightAmbient _amb;
_lp setDir _dir;
_lp setVectorUp _vect;
_lp
};
axe_lightPoint={
private ["_lp","_col","_brt","_amb"];
_col = _this select 0;
@@ -49,7 +50,6 @@ _lp setLightColor _col;
_lp setLightBrightness _brt;
_lp setLightAmbient _amb;
};
axe_towerLight={
private["_twr","_lCol","_lbrt","_lamb","_oset","_twrPos","_rad","_a","_b","_ang","_nrTLs","_doLit"];
_twr = _this select 3 select 0;
@@ -82,3 +82,11 @@ _nrTLs= position _twr nearObjects ["#lightpoint",30];
};
};
};
axe_TestMoveHC={
private ["_startPos","_currPos"];
_currPos = _this select 0;
_startPos = [_currPos,50,180,20,0,800,0] call BIS_fnc_findSafePos;
player setPosATL _startPos;
};

View File

@@ -1,44 +1,50 @@
/*
DayZ Epoch Lighting System
DayZ Epoch Lighting System - House Lights
Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk.
*/
private ["_lightstate","_objLightPoint","_pos","_objHouse","_dir","_rng","_nrstGen"];
private ["_lightstate","_objLightPoint","_pos","_objHouse","_dir","_rng","_nrstTrig","_rndLights","_lmpCol"];
_rng = _this select 0;
_nrstGen = _this select 1;
_objHouse = nearestObjects [_nrstGen, ["House"], _rng];
_nrstTrig = _this select 1;
_rndLights = _this select 2;
_lmpCol = _this select 3;
_objHouse = nearestObjects [_nrstTrig, ["House"], _rng];
if(!isNil "_objHouse")then{
{
_lightstate = _x animationPhase "Lights_1";//Window lights on or off
_pos = getPos _x;
_dir = getDir _x;
if(_lightstate==0) then
{
_x animate ["Lights_1",1];
if(65 <(random 100)) then{
_x animate ["Lights_2",1];
};
sleep .1;
};
if(_lightstate==1) then
{
_objLightPoint = nearestObject [_x, "#lightpoint"];
if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))>1)then{
[[1, 1, 1],0.01,[5, 5, 5],[_pos select 0,_pos select 1,-3],_dir,[0,0,-1]] call axe_newLightPoint;
_x setVariable ["axeHLight", 1, false];
}else{
if(_rndLights>(random 100))then{
_lightstate = _x animationPhase "Lights_1";//Window lights on or off
_pos = getPos _x;
_dir = getDir _x;
if(_x getVariable ["axeHLight", 0]<2)then{
if(_lightstate==0) then
{
_x animate ["Lights_1",1];
if(65 <(random 100)) then{
_x animate ["Lights_2",1];
};
sleep .1;//Wait for animation phase
};
if((_x animationPhase "Lights_1"==1))then{
if((_x getVariable ["axeHLight", 0])<1)then{
[[1, 1, 1],0.01,[5, 5, 5],_objLightPoint] call axe_lightPoint;
_x setVariable ["axeHLight", 1, false];
_objLightPoint = nearestObject [_x, "#lightpoint"];
if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))>1)then{
[_lmpCol,0.01,_lmpCol,[_pos select 0,_pos select 1,-3],_dir,[0,0,-1]] call axe_newLightPoint;
_x setVariable ["axeHLight", 1, false];
}else{
if((_x getVariable ["axeHLight", 0])<1)then{
[_lmpCol,0.01,_lmpCol,_objLightPoint] call axe_lightPoint;
_x setVariable ["axeHLight", 1, false];
};
};
};
};
}else{
_x setVariable ["axeHLight", 2, false];//Set as failed power supply
};
} forEach _objHouse;
};

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@@ -1,76 +1,96 @@
/*
DayZ Epoch Lighting System
DayZ Epoch Lighting System - Light Control
Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk.
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
*/
private ["_nrGen","_i","_doHouse","_doStreet","_doTower","_doAll","_fnHr","_stHr","_plyr","_hndlSLights","_hndlHLights","_hndlTLights","_hndlDelLights","_tmpPlyrPos","_ndGen","_rngGen","_rngPlyr","_arrStreetLights","_rtnLights","_wait","_waitcmd","_trigDist"];
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"];
_stHr = 17;//Hour (in 24 hours) to start lights
_fnHr = 6;//Hour (in 24 hours) to stop lights
_stHr = _this select 0;//Hour (in 24 hours) to start lights
_fnHr = _this select 1;//Hour (in 24 hours) to stop lights
waitUntil {(daytime<_fnHr||daytime>_stHr)};
_doHouse=true;//House Lights ?
_doStreet=true;//Street Lights ?
_doTower=true;// Tower Lights ?
_ndGen = true;//Require a Generator ?
_rngGen = 120;//Generator power range.
_rngPlyr = 600;//Distance from player to search for generators.
_trigDist = 10;//Distance that player needs to move to trigger the routine.
//END OF EDIT VARS
_doHouse = _this select 2;//House Lights ?
_doStreet = _this select 3;//Street Lights ?
_doTower = _this select 4;// Tower Lights ?
_ndGen = _this select 5;//Require a Generator ?
_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
_trgRng = _this select 7;//Range from trigger (generator or player) to light up objects.
_rngPlyr = _this select 8;//Distance from player to search for generators.
_trigDist = _this select 9;//Distance that player needs to move to trigger the routine.
_lmpCol = _this select 10;//Change Street Lamp Colour
_genClass = _this select 11;//Generator class. NB. Is Epcoh specific as variable
_tmpPlyrPos = [0,0,0];
_wait = [];
_doAll = true;
_doLight = true;
_nrGen = [];
_failPcnt = 42;//Percentage to fail house lights
_lightTrig = [];//Central point around which to run the lights - _trigDist is calculated from the position of this entity (player or generator)
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_lightFunctions.sqf";
axeTowerLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_tower.sqf";
axeHouseLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_house.sqf";
axeStreetLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_street.sqf";
axeDeleteLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_off.sqf";
waitUntil {getPos Player select 0 > 0};
while {alive player}
do
{
if(daytime<_fnHr||daytime>_stHr)then{
_plyr = vehicle player;
_tmpPlyrPos = getPos _plyr;
_nrGen = nearestObjects [player, ["Generator_DZ"], _rngPlyr];
_plyr = vehicle player;
if(_ndGen)then{
_nrGen = nearestObjects [_plyr, [_genClass], _rngPlyr];
_lightTrig = _nrGen;
}else{
_lightTrig = [_plyr];
_nrGen = [];
};
//Logic to decide if lights to be done or not
if(_ndGen && (count _nrGen)<1)then{_doLight = false;}else{_doLight=true;};//Nearby Generator ?
if(!_ndGen)then{_doLight = true;};//Generator not required !
{
if(_ndGen && !(_x getVariable["GeneratorRunning",false]))then{_doLight = false;};//Final check - Not run if nearest gen isn't running
//if(_ndGen && (count _nrGen)<1)then{_doAll = false;}else{_doAll=true;};
if(_x getVariable["GeneratorRunning",false])then{
if(_doLight)then{
_rtnLights = [_rngGen,_x] call axe_returnStreetLights;
_rtnLights = [_trgRng,_x] call axe_returnStreetLights;
_arrStreetLights = _rtnLights select 0;
_waitcmd="";
_wait=[];
if(_doTower)then{
_hndlTLights = [_rngGen,_x] spawn axeTowerLights;
_hndlTLights = [_trgRng,_x,_rndLights] spawn axeTowerLights;
[_wait , "scriptDone _hndlTLights"] call BIS_fnc_arrayPush;
};
if(_doHouse)then{
_hndlHLights = [_rngGen,_x] spawn axeHouseLights;
_hndlHLights = [_trgRng,_x,_rndLights,_lmpCol] spawn axeHouseLights;
[_wait , "scriptDone _hndlHLights"] call BIS_fnc_arrayPush;
};
if(_doStreet)then{
_hndlSLights = [_arrStreetLights,_x] spawn axeStreetLights;
_hndlSLights = [_arrStreetLights,_x,_lmpCol,_rndLights] spawn axeStreetLights;
[_wait , "scriptDone _hndlSLights"] call BIS_fnc_arrayPush;
};
for [{_i=0}, {_i<3}, {_i=_i+1}]do{_waitcmd=_waitcmd+format["%1",_wait select _i];if(_i<2)then{_waitcmd=_waitcmd+"&&";};};
call compile format ["waitUntil {%1}",_waitcmd];
}else{
};
if(_ndGen && !(_x getVariable["GeneratorRunning",false]))then{
//hint "Lights Off";
_hndlDelLights = [_rngGen,_x] spawn axeDeleteLights;
_hndlDelLights = [_trgRng,_x,false] spawn axeDeleteLights;
waitUntil {scriptDone _hndlDelLights};
};
}forEach _nrGen;
if( abs ([_tmpPlyrPos, getPos _plyr] call BIS_fnc_distance2D)<_trigDist)then{_doAll=false;};
};
//Random Light Failure
if(_failPcnt>(random 100))then{
_hndlFailLights = [_trgRng,_x,true] spawn axeDeleteLights;
waitUntil {scriptDone _hndlFailLights};
};
}forEach _lightTrig;
};
};

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@@ -1,20 +1,63 @@
/*
DayZ Epoch Lighting System
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 ["_objLightPoint","_rng","_nrstGen","_objHouse"];
private ["_rng","_nrstTrig","_objHouses","_objHouse","_nrLights","_nrTowers","_doRand","_rnd","_animlightpoint","_sleeptime","_brightness"];
_rng = _this select 0;
_rng=_rng+5;
_nrstGen = _this select 1;
_objLightPoint = nearestObject [_nrstGen, "#lightpoint"];
while {_nrstGen distance _objLightPoint < _rng} do {
_objLightPoint = nearestObject [_nrstGen, "#lightpoint"];
deleteVehicle _objLightPoint;
_rng = _rng + 20;
_nrstTrig = _this select 1;
_doRand = _this select 2;
_nrLights = position _nrstTrig nearObjects ["#lightpoint",_rng];
_objHouses = nearestObjects [_nrstTrig, ["House"], _rng];
_nrTowers = nearestObjects [_nrstTrig, ["Land_Ind_IlluminantTower"], _rng];
if(_doRand)then{//Randomly fail a nearby house
if(count _objHouses >0)then{
_rnd = random count _objHouses;
_objHouse = _objHouses select _rnd;
_animlightpoint = nearestObject [_objHouse, "#lightpoint"];
for "_s" from 1 to 5 do {
if(_s%2==0)then
{
_brightness=0;
for "_l" from 1 to 2 do {
_objHouse animate [format ["Lights_%1",_l],0];
};
}
else
{
_brightness=0.01;
for "_l" from 1 to 2 do {
_objHouse animate [format ["Lights_%1",_l],1];
};
};
_animlightpoint setLightBrightness _brightness;
_sleeptime=(random 100)/1200;
sleep _sleeptime;
};
_animlightpoint setLightBrightness 0;
_objHouse animate ["Lights_1",0];
_objHouse animate ["Lights_2",0];
_objHouse setVariable ["axeHLight", 0, false];
};
}
else{
if(count _nrLights >0)then{
{
deleteVehicle _x;
}forEach _nrLights;
};
if(count _objHouses >0)then{
{
_x animate ["Lights_1",0];
_x animate ["Lights_2",0];
_x setVariable ["axeHLight", 0, false];
}forEach _objHouses;
};
if(count _nrTowers >0)then{
{
_x setVariable ["axeTLight", 0, false];
}forEach _nrTowers;
};
};
_objHouse = nearestObjects [_nrstGen, ["House"], _rng];
{
_x animate ["Lights_1",0];
_x animate ["Lights_2",0];
}forEach _objHouse;

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@@ -1,39 +1,36 @@
/*
DayZ Epoch Lighting System
DayZ Epoch Lighting System - Street Lights
Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk.
*/
private ["_streetLamps","_num","_location","_objLightPoint","_away","_objSLamp","_nrstGen","_dir"];
//Changed adding variable to generator to adding to new lightpoint as player now a trigger also.
private ["_streetLamps","_num","_location","_objLightPoint","_away","_objSLamp","_dir","_lp","_sLampCol","_rndLights"];
_streetLamps= _this select 0;
_nrstGen = _this select 1;
_sLampCol = _this select 2;
_rndLights = _this select 3;
_num=0;
if(!isNil "_streetLamps")then{
//Illuminate
{
_objSLamp= _x select 0;
_location = getPos _objSLamp;
_objLightPoint = nearestObject [_location, "#lightpoint"];
_away= abs ([_objSLamp, _objLightPoint] call BIS_fnc_distance2D);
if(_away>1)then{
if(_rndLights>(random 100))then{
_objSLamp= _x select 0;
_location = getPos _objSLamp;
_objLightPoint = nearestObject [_location, "#lightpoint"];
_away= abs ([_objSLamp, _objLightPoint] call BIS_fnc_distance2D);
_dir = getDir _objSLamp;
_location set [1, (getPos _objSLamp select 1) + ((0.6)*sin(_dir))];
_location set [2,_location select 2 - 0.2];
[[1, 0.88, 0.73],0.04,[1, 0.88, 0.73],_location,_dir,[0,0,-1]] call axe_newLightPoint;
if(_away>1)then{
_dir = getDir _objSLamp;
_location set [1, (getPos _objSLamp select 1) + ((0.6)*sin(_dir))];
_location set [2,_location select 2 - 0.2];
_lp = [_sLampCol,0.04,_sLampCol,_location,_dir,[0,0,-1]] call axe_newLightPoint;
_lp setVariable ["axeSLight", 1, false];
}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];
};

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@@ -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;
};

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@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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";
};

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@@ -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"

View File

@@ -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";
};

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@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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";
};