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https://github.com/EpochModTeam/DayZ-Epoch.git
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Update local_lights_off.sqf
Cleaned up to fit with other changes.
This commit is contained in:
@@ -2,56 +2,57 @@
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DayZ Epoch Lighting System - Fail / Switch Off Lights
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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 ["_rng","_nrstTrig","_objHouses","_objHouse","_nrLights","_nrTowers","_doRand","_rnd","_animlightpoint","_sleeptime","_brightness"];
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private ["_hsRange","_rng","_pos","_hsCount","_nrstTrig","_objHouses","_objHouse","_nrLights","_nrTowers","_doRand","_rnd","_animlightpoint","_hasLight","_sleeptime","_lightstate","_cntNrGen"];
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_rng = _this select 0;
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_rng = _this select 0;//Full distance to turn off all lights if required
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_rng = _rng + 20;
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_nrstTrig = _this select 1;
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_nrstTrig = _this select 1;
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_doRand = _this select 2;
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_doRand = _this select 2;//Random if gen not required otherwise just switch thenm off,,
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_nrLights = position _nrstTrig nearObjects ["#lightpoint",_rng];
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_cntNrGen = _this select 3;
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_objHouses = nearestObjects [_nrstTrig, ["House"], _rng];
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_hsRange = _this select 4;//House range for randomly failing nearby (within lp distance)houses)
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_nrTowers = nearestObjects [_nrstTrig, ["Land_Ind_IlluminantTower"], _rng];
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_hasLight = false;
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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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if(_doRand)then{//Randomly fail a nearby house - If generator skip and reset house variable so it can be lit again (reliability if gen nearby)
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_rnd = random count _objHouses;
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_objHouses = nearestObjects [_nrstTrig, ["House"], _hsRange];
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if(count _objHouses >3)then{
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_hsCount = count _objHouses;
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_rnd = random _hsCount;
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_objHouse = _objHouses select _rnd;
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_objHouse = _objHouses select _rnd;
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_animlightpoint = nearestObject [_objHouse, "#lightpoint"];
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_pos = getPos _objHouse;
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for "_s" from 1 to 5 do {
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_lightstate = _objHouse animationPhase "Lights_1";
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if(_s%2==0)then
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if(_lightstate==1) then{
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{
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_animlightpoint = nearestObject [_objHouse, "#lightpoint"];
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_brightness=0;
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if((abs ([_pos, _animlightpoint] call BIS_fnc_distance2D))<1)then{_hasLight=true;};
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for "_l" from 1 to 2 do {
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for "_s" from 1 to 6 do {
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_objHouse animate [format ["Lights_%1",_l],0];
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if(_s%2==0)then{
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};
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if(_hasLight)then{_animlightpoint setLightBrightness 0;};
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}
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_objHouse animate ["Lights_1",0];
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else
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}else{
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{
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if(_hasLight)then{_animlightpoint setLightBrightness 0.01;};
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_brightness=0.01;
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_objHouse animate ["Lights_1",1];
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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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_sleeptime=(random 100)/100;
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sleep _sleeptime;
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};
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};
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_animlightpoint setLightBrightness _brightness;
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if(_hasLight)then{deleteVehicle _animlightpoint;};
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_sleeptime=(random 100)/1200;
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_objHouse animate ["Lights_1",0];
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sleep _sleeptime;
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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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};
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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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}
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}else{//Switch them all off
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else{
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_nrLights = position _nrstTrig nearObjects ["#lightpoint",_rng];
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_nrTowers = nearestObjects [_nrstTrig, ["Land_Ind_IlluminantTower"], _rng];
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if(count _nrLights >0)then{
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if(count _nrLights >0)then{
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{
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{
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deleteVehicle _x;
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deleteVehicle _x;
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}forEach _nrLights;
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}forEach _nrLights;
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};
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};
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_objHouses = nearestObjects [_nrstTrig, ["House"], _rng];
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if(count _objHouses >0)then{
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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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_x setVariable ["axeHLight", 0, false];
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_x setVariable ["axeHLight", 0, true];
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}forEach _objHouses;
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}forEach _objHouses;
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};
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};
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@@ -61,3 +62,11 @@ else{
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}forEach _nrTowers;
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}forEach _nrTowers;
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};
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};
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};
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};
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{
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/*
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if(_cntNrGen>0)then{//reset house if gen nearby to help create reliability regardless of gen requirement ?
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_x setVariable ["axeHLight", 0, false];
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};
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}forEach _objHouses;
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*/
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