Update local_lights_house.sqf

Optimised lightpoint creation and increased window light distance. Tweaked randomness.
This commit is contained in:
Andrew Gregory
2013-09-11 00:32:52 +01:00
parent 261b180431
commit f63cd65849

View File

@@ -2,49 +2,48 @@
DayZ Epoch Lighting System - House Lights DayZ Epoch Lighting System - House 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 ["_lightstate","_objLightPoint","_pos","_objHouse","_dir","_rng","_nrstTrig","_rndLights","_lmpCol"]; private ["_objLightPoint","_pos","_objHouse","_dir","_rng","_lpDist","_nrstTrig","_rndLights","_lmpCol"];
_rng = _this select 0; _rng = _this select 0;//player range to light windows
_nrstTrig = _this select 1; _nrstTrig = _this select 1;
_rndLights = _this select 2; _rndLights = _this select 2;
_lmpCol = _this select 3; _lmpCol = _this select 3;
_lpDist = _this select 4;//Range to create lightpoints at
_objHouse = nearestObjects [_nrstTrig, ["House"], _rng]; _objHouse = nearestObjects [_nrstTrig, ["House"], _rng];
if(!isNil "_objHouse")then{ if(!isNil "_objHouse")then{
{ {
if(_x getVariable ["axeHLight", 0]<1)then{
if(_rndLights>(random 100))then{ if(_rndLights>random 100)then{
_lightstate = _x animationPhase "Lights_1";//Window lights on or off if(_x animationPhase "Lights_1"==0) then
_pos = getPos _x;
_dir = getDir _x;
if(_x getVariable ["axeHLight", 0]<2)then{
if(_lightstate==0) then
{ {
_x animate ["Lights_1",1]; _x animate ["Lights_1",1];
if(65 <(random 100)) then{ if(42 > random 100) then{_x animate ["Lights_2",1];};
_x animate ["Lights_2",1]; //sleep .1;//Wait for animation phase
}; };
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"]; _objLightPoint = nearestObject [_x, "#lightpoint"];
if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))>1)then{ if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))>1)then{
if(player distance _x < _lpDist)then{
[_lmpCol,0.01,_lmpCol,[_pos select 0,_pos select 1,-3],_dir,[0,0,-1]] call axe_newLightPoint; [_lmpCol,0.01,_lmpCol,[_pos select 0,_pos select 1,-3],_dir,[0,0,-1]] call axe_newLightPoint;
_x setVariable ["axeHLight", 1, false]; _x setVariable ["axeHLight", 1, false];
};
}else{ }else{
if(player distance _x < _lpDist)then{
if((_x getVariable ["axeHLight", 0])<1)then{
[_lmpCol,0.01,_lmpCol,_objLightPoint] call axe_lightPoint; [_lmpCol,0.01,_lmpCol,_objLightPoint] call axe_lightPoint;
_x setVariable ["axeHLight", 1, false]; _x setVariable ["axeHLight", 1, false];
}else{
deleteVehicle _objLightPoint;
_x setVariable ["axeHLight", 0, false];
}; };
}; };
}; };
}; };
}else{ }else{
_x setVariable ["axeHLight", 2, false];//Set as failed power supply if(_rndLights<random 100)then{
_x setVariable ["axeHLight", 1, true];
};
}; };
} forEach _objHouse; } forEach _objHouse;
}; };