diff --git a/SQF/dayz_code/compile/local_lights_house.sqf b/SQF/dayz_code/compile/local_lights_house.sqf index 7a10d2cfa..16845b859 100644 --- a/SQF/dayz_code/compile/local_lights_house.sqf +++ b/SQF/dayz_code/compile/local_lights_house.sqf @@ -2,49 +2,48 @@ 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","_nrstTrig","_rndLights","_lmpCol"]; -_rng = _this select 0; +private ["_objLightPoint","_pos","_objHouse","_dir","_rng","_lpDist","_nrstTrig","_rndLights","_lmpCol"]; +_rng = _this select 0;//player range to light windows _nrstTrig = _this select 1; _rndLights = _this select 2; _lmpCol = _this select 3; - +_lpDist = _this select 4;//Range to create lightpoints at _objHouse = nearestObjects [_nrstTrig, ["House"], _rng]; - if(!isNil "_objHouse")then{ - { - - 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 + { + if(_x getVariable ["axeHLight", 0]<1)then{ + if(_rndLights>random 100)then{ + if(_x animationPhase "Lights_1"==0) then { _x animate ["Lights_1",1]; - if(65 <(random 100)) then{ - _x animate ["Lights_2",1]; - }; - sleep .1;//Wait for animation phase + if(42 > random 100) then{_x animate ["Lights_2",1];}; + //sleep .1;//Wait for animation phase }; + if((_x animationPhase "Lights_1">0))then{ + _pos = getPos _x; + _dir = getDir _x; - if((_x animationPhase "Lights_1"==1))then{ - _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]; + if(player distance _x < _lpDist)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{ + if(player distance _x < _lpDist)then{ [_lmpCol,0.01,_lmpCol,_objLightPoint] call axe_lightPoint; _x setVariable ["axeHLight", 1, false]; + }else{ + deleteVehicle _objLightPoint; + _x setVariable ["axeHLight", 0, false]; }; }; }; }; }else{ - _x setVariable ["axeHLight", 2, false];//Set as failed power supply + if(_rndLights