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https://github.com/EpochModTeam/DayZ-Epoch.git
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Update local_lights_off.sqf
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@@ -1,20 +1,63 @@
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/*
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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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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 ["_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 = _this select 0;
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_rng=_rng+5;
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_rng = _rng + 20;
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_nrstGen = _this select 1;
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_nrstTrig = _this select 1;
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_objLightPoint = nearestObject [_nrstGen, "#lightpoint"];
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_doRand = _this select 2;
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_nrLights = position _nrstTrig nearObjects ["#lightpoint",_rng];
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while {_nrstGen distance _objLightPoint < _rng} do {
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_objHouses = nearestObjects [_nrstTrig, ["House"], _rng];
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_objLightPoint = nearestObject [_nrstGen, "#lightpoint"];
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_nrTowers = nearestObjects [_nrstTrig, ["Land_Ind_IlluminantTower"], _rng];
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deleteVehicle _objLightPoint;
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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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};
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_objHouse = nearestObjects [_nrstGen, ["House"], _rng];
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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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_x animate ["Lights_2",0];
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_x animate ["Lights_2",0];
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}forEach _objHouse;
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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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