Update local_lights_off.sqf

This commit is contained in:
Andrew Gregory
2013-09-08 00:48:09 +01:00
parent 93d73060e2
commit cba8632032

View File

@@ -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. 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 = _this select 0;
_rng=_rng+5; _rng = _rng + 20;
_nrstGen = _this select 1; _nrstTrig = _this select 1;
_objLightPoint = nearestObject [_nrstGen, "#lightpoint"]; _doRand = _this select 2;
_nrLights = position _nrstTrig nearObjects ["#lightpoint",_rng];
while {_nrstGen distance _objLightPoint < _rng} do { _objHouses = nearestObjects [_nrstTrig, ["House"], _rng];
_objLightPoint = nearestObject [_nrstGen, "#lightpoint"]; _nrTowers = nearestObjects [_nrstTrig, ["Land_Ind_IlluminantTower"], _rng];
deleteVehicle _objLightPoint; 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;