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https://github.com/EpochModTeam/DayZ-Epoch.git
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merged in Axemans pull
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@@ -1,6 +1,6 @@
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/*
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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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DayZ Epoch Lighting System - Lights Out
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Made for DayZ Epoch by axeman please ask permission to use/edit/distribute email gregory.andrew@gmail.com or vbawol@veteranbastards.com.
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*/
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private ["_hsRange","_rng","_pos","_hsCount","_nrstTrig","_objHouses","_objHouse","_nrTowers","_doRand","_rnd","_animlightpoint","_hasLight","_sleeptime","_lightstate","_objLightPoint"];
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_rng = _this select 0;//Full distance to turn off all lights if required
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@@ -36,7 +36,7 @@ _objHouses = nearestObjects [_nrstTrig, ["House"], _hsRange];
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if(_hasLight)then{deleteVehicle _animlightpoint;};
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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, true];//Fail light house leccy supply
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_objHouse setVariable ["axeHLight", 0, false];//Fail light house leccy supply
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};
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};
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}else{//Switch them all off
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@@ -46,9 +46,8 @@ _nrTowers = nearestObjects [_nrstTrig, ["Land_Ind_IlluminantTower"], _rng];
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if(count _objHouses >0)then{
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{
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_pos = getPos _x;
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_objLightPoint = nearestObject [_x, "#lightpoint"];
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if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))<1.5)then{
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if((abs ([getPos _x, _objLightPoint] call BIS_fnc_distance2D))<1.5)then{
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deleteVehicle _objLightPoint;
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};
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}forEach _objHouses;
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@@ -58,16 +57,15 @@ _nrTowers = nearestObjects [_nrstTrig, ["Land_Ind_IlluminantTower"], _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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_x setVariable ["axeHLight", 0, true];
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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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_pos = getPos _x;
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for "_s" from 1 to 4 do {
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_objLightPoint = nearestObject [_x, "#lightpoint"];
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if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))<25)then{
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if((abs ([getPos _x, _objLightPoint] call BIS_fnc_distance2D))<25)then{
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deleteVehicle _objLightPoint;
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};
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};
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